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4,722 Commits over 639 Days - 0.31cph!

59 Minutes Ago
merge from main
59 Minutes Ago
Now disable their canvas when invisible: - Reticle - Player names - Demo recorder saved - Vital notices Removed canvases on farmable animal, sleeping bag name, io entity
1 Hour Ago
Removed canvas on health vital, use a canvas group instead
2 Hours Ago
Loading screen and developer tools (console) toggle their canvases Removed the old "UI - Scaled" canvas in EngineUI, has been replaced by "UI - Scaled_1080p"
2 Hours Ago
Now disable their canvas when invisible: - Net graph - UI background - Demo playback UI - Tutorial help popups
4 Hours Ago
Fixed IO texts not being set as dynamic Also toggle the canvas when invisible
5 Hours Ago
Community UI canvases are toggled off when they're empty
5 Hours Ago
merge from twitchdrop_mipmaps_fix
5 Hours Ago
Fixed twitch drop campaign image generating mip maps
5 Hours Ago
Fixed shockbyte texts not set as dynamic
Today
merge from naval_update/deep_sea
Today
Use the temperate biome accross the entire deep sea, will be replaced with Tropical later once thats added
Today
Replaced the deep sea massive prevent building volume for a simple bound check Allow building in your boat while in the deep sea Added deepsea.block_building convar
Today
Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction
Today
Add a delay before invoking the deep sea server tick after a server restart
Today
Now disable their canvas when invisible: - Team ui - Fog overlay - Wounded screen Some fixes to other screens not disabling themselves by default
Today
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
Today
Now disable their canvas when invisible: - Build cost indicator - Repair cost indicator - Game tip - Voice chat - God and invis overlays - All full screen overlays (9 canvases)
Today
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
Today
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
Yesterday
merge from naval_update
Yesterday
merge from deep_sea
Yesterday
ValidBounds checks cleanup
Yesterday
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
Yesterday
merge from deep_sea
Yesterday
merge from main
Yesterday
merge from ui_overhead_optims
Yesterday
Removed the text caching in UI_Page again, OnCanvasHierarchyChanged already unregister child texts of disabled canvas Fixed settings dropdown being enabled during init, not needed
Yesterday
TMP_Text now checks if the cached canvas is enabled before registering itself Fixes texts being registered when enabled in a disabled canvas
Yesterday
Added ui.printTexts to debug the active dynamic texts
Yesterday
Set all tooltip texts to dynamic
Yesterday
Fixed settings and server browser scaled texts not marked as dynamic
Yesterday
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
Yesterday
Added Is Scale Static field to RustIcon editor
Yesterday
merge from main
Yesterday
Fixed entrance portal buoys spawning out of valid bounds
Yesterday
merge from deep_sea
Yesterday
Fixed deep sea exit portal not working
Yesterday
Removed the random GiveUp text ddraw randomly telling me to give up in editor
Yesterday
Fixed IsInsideInnerBounds returning false when in the deep sea
Yesterday
merge from naval_update
2 Days Ago
Fixed deep sea marker not extending to the end of the screen
2 Days Ago
merge from ui_overhead_optims
2 Days Ago
LoadingScreen toggles its soft mask
2 Days Ago
DeathScreen toggles its canvas too
2 Days Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
2 Days Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
2 Days Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
2 Days Ago
Disable overlay canvas when the menu is not visible
2 Days Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds