userFlaviencancel

7,043 Commits over 912 Days - 0.32cph!

58 Days Ago
merge from main
58 Days Ago
Fixed input fields using decimal number content type not working
58 Days Ago
Matched new input system scroll speed to match the sensitivity of 10 we had in the old input system
58 Days Ago
merge from devtools_scaling_fixes
58 Days Ago
Copy paste list view fixes
58 Days Ago
Tweaked free aspect layout of item and vehicle tabs
58 Days Ago
Fixed F1 loadout tab scaling issues when using free aspect
58 Days Ago
Fixed copypaste grid button title text layout issues
58 Days Ago
Fixed F1 copy paste tab scaling issues when using free aspect
58 Days Ago
merge from iolines_shader_fix
58 Days Ago
Restored invisible wire material
58 Days Ago
Restored hose material colours
58 Days Ago
merge from main
59 Days Ago
merge from iolines_shader_fix
59 Days Ago
Fixed remaining hose IO material still using the wire shader
59 Days Ago
merge from wallpaper_defaultskin_fix
59 Days Ago
Fixed wallpaper skin picker not showing the default skins, regression from last month
59 Days Ago
Russian roulette progress
59 Days Ago
Fixed FlexGraphicTransform messing with rust icon rendering after the TMP update
59 Days Ago
Fixed scroll speed issues
59 Days Ago
Manifest
59 Days Ago
Debug command
59 Days Ago
Russian roulette prototype wip
59 Days Ago
Manifest and phrases
59 Days Ago
Prefabs baseline
59 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
59 Days Ago
merge from main
59 Days Ago
Blocker evaluator micro optims
59 Days Ago
merge from rectmasks2d_optims
59 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)
59 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
59 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
60 Days Ago
IOCircuitSystem indentation fix
60 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
2 Months 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
2 Months Ago
Reduced the amount of flags OR AND and XOR switches are setting
2 Months Ago
Reduced the amount of TryGetComponentRecord calls
2 Months Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
2 Months Ago
No allocations when running the flood fill when rebuilding circuits
2 Months Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
2 Months 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)
2 Months Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
2 Months 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
2 Months 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
2 Months Ago
Cleanup
2 Months Ago
Ceiling lights just use the HasPower flag instead of On
2 Months Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
2 Months Ago
Forgot Circuit.cs
2 Months 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
2 Months Ago
Moved the tick to every frame Added timings command to debug circuit perf