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6,843 Commits over 851 Days - 0.34cph!

Yesterday
Fixed FlexGraphicTransform messing with rust icon rendering after the TMP update
Yesterday
Fixed scroll speed issues
2 Days Ago
Manifest
2 Days Ago
Debug command
2 Days Ago
Russian roulette prototype wip
2 Days Ago
Manifest and phrases
2 Days Ago
Prefabs baseline
2 Days Ago
Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
2 Days Ago
merge from main
2 Days Ago
Blocker evaluator micro optims
2 Days Ago
merge from rectmasks2d_optims
2 Days Ago
Commented UpdateClipSoftness, new feature we dont need. We have SoftMask Clipping now takes 0.2ms a frame while sitting in the main menu, was ~9ms after the package update, 2ms on main (deep profiling editor)
2 Days Ago
Use GetInheritedAlpha on the canvas group chain to check if we should perform clipping Most of our masks are invisible but not totally disabled because toggling gameobject is slow
2 Days Ago
Restored the hasMoved check in RectMask2D::PerformClipping, was removed by unity to fix pivot animation issue We don't care about rect pivot animations, removing that check murdered UI clipping performance
3 Days Ago
IOCircuitSystem indentation fix
3 Days Ago
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
3 Days Ago
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
3 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
3 Days Ago
Reduced the amount of TryGetComponentRecord calls
3 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
4 Days Ago
No allocations when running the flood fill when rebuilding circuits
4 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
4 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
4 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
4 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
5 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
6 Days Ago
Cleanup
6 Days Ago
Ceiling lights just use the HasPower flag instead of On
6 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
6 Days Ago
Forgot Circuit.cs
6 Days Ago
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings
6 Days Ago
Moved the tick to every frame Added timings command to debug circuit perf
6 Days Ago
Codegen
6 Days Ago
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6 Days Ago
Compile fixes
7 Days Ago
merge from automated_testing
7 Days Ago
Moved server block in TestScenario_RocketSplashDamage
7 Days Ago
Don't catch exceptions in WrapTestAsCoroutine
7 Days Ago
Bug fixes and optims, only snapshots dirty slots
7 Days Ago
Trace debug commands, logs when something happens on a circuit
7 Days Ago
Power flow debug viz
7 Days Ago
Added some mint ddraw and debug commands to help debugging circuits
7 Days Ago
merge from main
7 Days Ago
merge from wiretool_reconnect_fix
7 Days Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
8 Days Ago
Fix battery charging issue with closed loop circuits Fixed batteries not considered as sources when building the evaluation order
8 Days Ago
merge from main
8 Days Ago
merge from iolines_shader_fix
8 Days Ago
Swapped all IO wires to use the standard shader instead of standard wire. Fixes some rendering issues, they were made transparent after some changes to the wire shader They don't really need all the features from the wire shader
8 Days Ago
More items converted to the new io system