5,052 Commits over 670 Days - 0.31cph!
ValidBounds checks cleanup
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
merge from ui_overhead_optims
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
TMP_Text now checks if the cached canvas is enabled before registering itself
Fixes texts being registered when enabled in a disabled canvas
Added ui.printTexts to debug the active dynamic texts
Set all tooltip texts to dynamic
Fixed settings and server browser scaled texts not marked as dynamic
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
Added Is Scale Static field to RustIcon editor
Fixed entrance portal buoys spawning out of valid bounds
Fixed deep sea exit portal not working
Removed the random GiveUp text ddraw randomly telling me to give up in editor
Fixed IsInsideInnerBounds returning false when in the deep sea
Fixed deep sea marker not extending to the end of the screen
merge from ui_overhead_optims
LoadingScreen toggles its soft mask
DeathScreen toggles its canvas too
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden
Saves an extra ~0.05ms per frame
Set some texts as non static in the server browser
Restore the text caching in UI_Page, but only for non static texts
Fixed soft masks still wasting time masking when their root canvas is toggled
Disable overlay canvas when the menu is not visible
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
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
Better soft mask canvas caching
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
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
merge from naval_update/deep_sea
merge from canvas_debug_command
Fixed debug.printanimators double names in the inactive row
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
merge from contactsmenu_fix
merge from menu_workshop_fix
merge from steaminventory_warmup_fix
merge from premium_text_fix
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merge from wirecolor_nre_fix
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