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7,082 Commits over 943 Days - 0.31cph!

10 Months Ago
Fixed entrance portal buoys spawning out of valid bounds
10 Months Ago
merge from deep_sea
10 Months Ago
Fixed deep sea exit portal not working
10 Months Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
10 Months Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
10 Months Ago
merge from naval_update
10 Months Ago
Fixed deep sea marker not extending to the end of the screen
10 Months Ago
merge from ui_overhead_optims
10 Months Ago
LoadingScreen toggles its soft mask
10 Months Ago
DeathScreen toggles its canvas too
10 Months Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
10 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
10 Months Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
10 Months Ago
Disable overlay canvas when the menu is not visible
10 Months Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
10 Months Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
10 Months Ago
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
10 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
10 Months Ago
Better soft mask canvas caching
10 Months Ago
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
10 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
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
merge from canvas_debug_command
10 Months Ago
Fixed debug.printanimators double names in the inactive row
10 Months Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
10 Months Ago
Compile fix
10 Months Ago
merge from contactsmenu_fix
10 Months Ago
merge from menu_workshop_fix
10 Months Ago
merge from steaminventory_warmup_fix
10 Months Ago
merge from store_nre_fix
10 Months Ago
merge from premium_text_fix
10 Months Ago
merge from wirecolor_nre_fix
10 Months Ago
Fixed WireColorSettings.Get NRE
10 Months Ago
merge from deep_sea
10 Months Ago
Tropical2 terrain set to the terrain layer
10 Months Ago
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
10 Months Ago
Fixed cargoship oil rig avoidance
10 Months Ago
Tropical1 tree fixes
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Tropical2 prefab setup
10 Months Ago
Added a tooltip on the deep sea map marker
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Disabled pooling on ghostship for now
10 Months Ago
Fixed NRE when wiping the deep sea
10 Months Ago
DeepSeaIsland set its trees to the deep sea global network group
10 Months Ago
merge from naval_update/island_scenes
10 Months Ago
DeepSeaIsland calls Spawn on its hand placed trees, so they're added to the TreeManager
10 Months Ago
Tropical1: Added some resource spawn for testing purposes Disabled flattening for now, added realmed remove
10 Months Ago
merge from deep_sea