4,722 Commits over 639 Days - 0.31cph!
Now disable their canvas when invisible:
- Reticle
- Player names
- Demo recorder saved
- Vital notices
Removed canvases on farmable animal, sleeping bag name, io entity
Removed canvas on health vital, use a canvas group instead
Loading screen and developer tools (console) toggle their canvases
Removed the old "UI - Scaled" canvas in EngineUI, has been replaced by "UI - Scaled_1080p"
Now disable their canvas when invisible:
- Net graph
- UI background
- Demo playback UI
- Tutorial help popups
Fixed IO texts not being set as dynamic
Also toggle the canvas when invisible
Community UI canvases are toggled off when they're empty
merge from twitchdrop_mipmaps_fix
Fixed twitch drop campaign image generating mip maps
Fixed shockbyte texts not set as dynamic
merge from naval_update/deep_sea
Use the temperate biome accross the entire deep sea, will be replaced with Tropical later once thats added
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
Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction
Add a delay before invoking the deep sea server tick after a server restart
Now disable their canvas when invisible:
- Team ui
- Fog overlay
- Wounded screen
Some fixes to other screens not disabling themselves by default
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud
Unused legacy stuff
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)
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
ValidBounds checks cleanup
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
merge from ui_overhead_optims
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
TMP_Text now checks if the cached canvas is enabled before registering itself
Fixes texts being registered when enabled in a disabled canvas
Added ui.printTexts to debug the active dynamic texts
Set all tooltip texts to dynamic
Fixed settings and server browser scaled texts not marked as dynamic
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
Added Is Scale Static field to RustIcon editor
Fixed entrance portal buoys spawning out of valid bounds
Fixed deep sea exit portal not working
Removed the random GiveUp text ddraw randomly telling me to give up in editor
Fixed IsInsideInnerBounds returning false when in the deep sea
Fixed deep sea marker not extending to the end of the screen
merge from ui_overhead_optims
LoadingScreen toggles its soft mask
DeathScreen toggles its canvas too
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden
Saves an extra ~0.05ms per frame
Set some texts as non static in the server browser
Restore the text caching in UI_Page, but only for non static texts
Fixed soft masks still wasting time masking when their root canvas is toggled
Disable overlay canvas when the menu is not visible
Commented UIExtraCallbacks, not used as UI particles aren't working in builds