userFlaviencancel
reporust_rebootcancel

5,410 Commits over 700 Days - 0.32cph!

2 Months Ago
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
2 Months Ago
Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction
2 Months Ago
Add a delay before invoking the deep sea server tick after a server restart
2 Months Ago
Now disable their canvas when invisible: - Team ui - Fog overlay - Wounded screen Some fixes to other screens not disabling themselves by default
2 Months Ago
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
2 Months Ago
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)
2 Months Ago
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
2 Months Ago
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
2 Months Ago
merge from naval_update
2 Months Ago
merge from deep_sea
2 Months Ago
ValidBounds checks cleanup
2 Months Ago
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
2 Months Ago
merge from deep_sea
2 Months Ago
merge from main
2 Months Ago
merge from ui_overhead_optims
2 Months Ago
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
2 Months Ago
TMP_Text now checks if the cached canvas is enabled before registering itself Fixes texts being registered when enabled in a disabled canvas
2 Months Ago
Added ui.printTexts to debug the active dynamic texts
2 Months Ago
Set all tooltip texts to dynamic
2 Months Ago
Fixed settings and server browser scaled texts not marked as dynamic
2 Months Ago
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
2 Months Ago
Added Is Scale Static field to RustIcon editor
2 Months Ago
merge from main
2 Months Ago
Fixed entrance portal buoys spawning out of valid bounds
2 Months Ago
merge from deep_sea
2 Months Ago
Fixed deep sea exit portal not working
2 Months Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
2 Months Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
2 Months Ago
merge from naval_update
2 Months Ago
Fixed deep sea marker not extending to the end of the screen
2 Months Ago
merge from ui_overhead_optims
2 Months Ago
LoadingScreen toggles its soft mask
2 Months Ago
DeathScreen toggles its canvas too
2 Months Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
2 Months 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 Months Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
2 Months Ago
Disable overlay canvas when the menu is not visible
2 Months Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
2 Months Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
2 Months Ago
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
2 Months Ago
Backported m_IsTextObjectScaleStatic field from newer TMP versions, that let us avoid the slow and useless (99% of the time) TMP_DoRebuild checking the scale of every registered texts every frame. Saves ~0.3ms every frame Default to true, we'll have to manually update all the texts getting their scale updated at runtime, don't think we have a lot of them
2 Months Ago
Better soft mask canvas caching
2 Months Ago
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
2 Months Ago
Toggle the canvas component of the menu UI when its not visible Causes a small spike when opening it, but saves us some UI overhead when its not visible Also causes a 40b alloc every frame because of SoftMask, need to look at it next
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
merge from canvas_debug_command
2 Months Ago
Fixed debug.printanimators double names in the inactive row
2 Months Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
2 Months Ago
Compile fix
2 Months Ago
merge from contactsmenu_fix