userFlaviencancel
reporust_rebootcancel

5,940 Commits over 762 Days - 0.32cph!

5 Months Ago
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
5 Months Ago
Added Is Scale Static field to RustIcon editor
5 Months Ago
merge from main
5 Months Ago
Fixed entrance portal buoys spawning out of valid bounds
5 Months Ago
merge from deep_sea
5 Months Ago
Fixed deep sea exit portal not working
5 Months Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
5 Months Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
5 Months Ago
merge from naval_update
5 Months Ago
Fixed deep sea marker not extending to the end of the screen
5 Months Ago
merge from ui_overhead_optims
5 Months Ago
LoadingScreen toggles its soft mask
5 Months Ago
DeathScreen toggles its canvas too
5 Months Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
5 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
5 Months Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
5 Months Ago
Disable overlay canvas when the menu is not visible
5 Months Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
5 Months Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
5 Months Ago
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
5 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
5 Months Ago
Better soft mask canvas caching
5 Months Ago
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
5 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
5 Months Ago
merge from naval_update/deep_sea
5 Months Ago
merge from canvas_debug_command
5 Months Ago
Fixed debug.printanimators double names in the inactive row
5 Months Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
5 Months Ago
Compile fix
5 Months Ago
merge from contactsmenu_fix
5 Months Ago
merge from menu_workshop_fix
5 Months Ago
merge from steaminventory_warmup_fix
5 Months Ago
merge from store_nre_fix
5 Months Ago
merge from premium_text_fix
5 Months Ago
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5 Months Ago
merge from wirecolor_nre_fix
5 Months Ago
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5 Months Ago
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5 Months Ago
Fixed WireColorSettings.Get NRE
5 Months Ago
merge from deep_sea
5 Months Ago
Tropical2 terrain set to the terrain layer
5 Months Ago
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
5 Months Ago
Fixed cargoship oil rig avoidance
5 Months Ago
Tropical1 tree fixes
5 Months Ago
merge from naval_update
5 Months Ago
merge from naval_update/deep_sea
5 Months Ago
Tropical2 prefab setup
5 Months Ago
Added a tooltip on the deep sea map marker
5 Months Ago
merge from naval_update/deep_sea
5 Months Ago
Disabled pooling on ghostship for now