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7,049 Commits over 912 Days - 0.32cph!

Today
merge from siegeweapon_firedamage
Today
Compile fix
Today
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
Today
merge from siegeweapon_firedamage
Today
Protection tweaks
Today
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
Yesterday
merge from iteration_optims
Yesterday
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
Yesterday
Fixed nre when main menu is disabled when entering playmode in a playable scene
Yesterday
merge from iteration_optims
Yesterday
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2 Saves ~500ms when entering playmode on average
Yesterday
merge from main
Yesterday
merge from hasunlocked_optims
Yesterday
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
Yesterday
merge from iteration_optims
Yesterday
Snake mask -> Snake Mask
Yesterday
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
Yesterday
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref Was taking around 600ms when entering playground
Yesterday
merge from console_optims
Yesterday
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
Yesterday
merge from bootstrap_optims
Yesterday
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
Yesterday
merge from main
Yesterday
merge from menuwarmup_editor_optims
Yesterday
Fixed home's hero video init issue when using no menu warmup mode
Yesterday
Added Disable Game UI editor pref, disables the game ui (don't need it sometimes when working on main menu stuff) Saves around a sec
Yesterday
Added Disable Dev Tools Warmup editor pref, skips the dev tools tabs warmup until first opened Saves ~0.3s when entering playmode
Yesterday
Disable menu ui warmup editor pref now skips instantiation of the menu pages completely, they get created on first navigation instead Saves ~2.5 seconds when entering playmode, without disabling the menu ui completely (at the expense of stalls when opening the menu tabs for the first time)
Yesterday
merge from server_inventorydeserializing_optims
Yesterday
Server skips fetching all the properties of players steam items when deserializing their inventory Speeds up entering playmode (and runtime server inventory deserializing), can be slow depending on your inv size
Yesterday
merge from bootstrap_optims
Yesterday
Removed the forced world and prefabs asset scenes activation from bootstrap (they still stream in the background, bootstrap no longer waits on them) Skin viewer activates the prefabs scene when opened for the first time, it keeps waiting for it to be loaded if its not ready to be activated Skin viewer loads bundled workshop skins through a sync path when the async bundle queue is blocked (the world scene holds the queue until its activated it when connecting to a server)
Yesterday
merge from console_optims
Yesterday
Console autocomplete optims
2 Days Ago
Console: no more truncated combatlog, big perf improvements (only reparse changed rows, flex texts can use the measure fast path)
2 Days Ago
merge from mainmenu_toggle_optims
2 Days Ago
Applied the same system to the F1 menu - ~12ms -> ~4.20ms - GC ~115KB -> ~10KB
2 Days Ago
- Added a fast path for root canvas toggling, that lets us toggle the main menu root canvas without triggering a lot of stuff on every graphic - Graphic::CacheCanvas walks up and stops at the first enabled canvas instead of doing a nasty GetComponentsInParent, saves ~560KB of GC per menu toggle - Each main menu page now has a canvas component too Toggling the menu: - ~134ms → ~45ms - GC ~600KB -> 24KB
2 Days Ago
SoftMask optims: - Don't bother updating disabled soft masks from OnCanvasHierarchyChanged - NearestMask cache disabled masks, so we can skip the second walk SoftMask.OnCanvasHierarchyChanged 30ms -> 0.03ms when opening the main menu
2 Days Ago
merge from snapping_bind
2 Days Ago
Also updated wire slack and snap attraction point game tip to use tokenized binds
2 Days Ago
Added support for tokenized phrase in settings tooltips, updated deployable snapping tooltip to use [+snapping]
2 Days Ago
merge from snapping_bind
3 Days Ago
Added snapping to the keybinds menu
3 Days Ago
Added a dedicated realmed bind for snapping, used by the wire tool and deployable snapping Fixed autorun causing issues with wire tools
3 Days Ago
Fixed no domain reload editor topbar button disappearing constantly
3 Days Ago
merge from defaultbinds_fix
3 Days Ago
Fixed bind_default not being bind realms aware (fixes +prevskin and +nextskin not bound by default)
3 Days Ago
Fixed loadout not refreshing correctly when deleted/created by another admin when the f1 menu is closed
3 Days Ago
Phrases