userFlaviencancel
reporust_rebootcancel

4,980 Commits over 670 Days - 0.31cph!

32 Days Ago
merge from ui_overhead_optims
33 Days Ago
LoadingScreen toggles its soft mask
33 Days Ago
DeathScreen toggles its canvas too
33 Days Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
33 Days Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
33 Days Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
33 Days Ago
Disable overlay canvas when the menu is not visible
33 Days Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
33 Days Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
33 Days Ago
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
33 Days 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
33 Days Ago
Better soft mask canvas caching
33 Days Ago
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
33 Days 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
33 Days Ago
merge from naval_update/deep_sea
33 Days Ago
merge from canvas_debug_command
33 Days Ago
Fixed debug.printanimators double names in the inactive row
33 Days Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
34 Days Ago
Compile fix
34 Days Ago
merge from contactsmenu_fix
34 Days Ago
merge from menu_workshop_fix
34 Days Ago
merge from steaminventory_warmup_fix
34 Days Ago
merge from store_nre_fix
34 Days Ago
merge from premium_text_fix
34 Days Ago
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34 Days Ago
merge from wirecolor_nre_fix
35 Days Ago
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35 Days Ago
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35 Days Ago
Fixed WireColorSettings.Get NRE
36 Days Ago
merge from deep_sea
36 Days Ago
Tropical2 terrain set to the terrain layer
36 Days Ago
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
36 Days Ago
Fixed cargoship oil rig avoidance
37 Days Ago
Tropical1 tree fixes
37 Days Ago
merge from naval_update
37 Days Ago
merge from naval_update/deep_sea
37 Days Ago
Tropical2 prefab setup
37 Days Ago
Added a tooltip on the deep sea map marker
37 Days Ago
merge from naval_update/deep_sea
37 Days Ago
Disabled pooling on ghostship for now
37 Days Ago
Fixed NRE when wiping the deep sea
37 Days Ago
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37 Days Ago
DeepSeaIsland set its trees to the deep sea global network group
37 Days Ago
merge from naval_update/island_scenes
37 Days Ago
DeepSeaIsland calls Spawn on its hand placed trees, so they're added to the TreeManager
37 Days Ago
Tropical1: Added some resource spawn for testing purposes Disabled flattening for now, added realmed remove
37 Days Ago
merge from deep_sea
37 Days Ago
Scaled the deep sea marker, so it fits when the portal spawns south
37 Days Ago
merge from naval_update
37 Days Ago
Fixed NRE when checking out the cancer research UK plushie