userFlaviencancel

7,171 Commits over 943 Days - 0.32cph!

15 Days Ago
Fixed the two wallpaper kick drops not being marked as drops
15 Days Ago
Fixed repair bench panel not updating when moving items in and out your backpack Fixed a pool leak too in DisplayCostItems
15 Days Ago
Updated store sculpture mdoels
15 Days Ago
Added stone sculpture to the skin viewer
15 Days Ago
merge from main
15 Days Ago
Stone sculpture store page wip
15 Days Ago
Bar ganes pack store page wip
15 Days Ago
Sort sprays by steam ID in the pie menu
16 Days Ago
Editor: fixed ui player preview render texture set as dirty because of the player inventory quality convar
16 Days Ago
merge from main
16 Days Ago
merge from batteringram_hitdetection_fix
16 Days Ago
Battering ram tests
16 Days Ago
Revert packages-lock.json, commited by accident
16 Days Ago
Fixed battering ram hit detection issues, reverted an old fix that caused the regression
18 Days Ago
Phrase update
21 Days Ago
merge from paintingui_inputs_fix
21 Days Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
21 Days Ago
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
21 Days Ago
merge from menu_close_blur_fix
22 Days Ago
merge from catapult_reloadtime_nerf
22 Days Ago
Catapult reload time increased to 6 seconds (was 3)
22 Days Ago
merge from uibindings_nre_fix
22 Days Ago
Fix attempt for the UI bindings NRE spam
22 Days Ago
merge from crafting_stall_fix
22 Days Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
31 Days Ago
merge from main
33 Days Ago
Fix attempt for the flaky rocket splash tests, added damage tolerance for blocks taking very low damage due to physics not being deterministic
33 Days Ago
merge from siegeweapon_firedamage
33 Days Ago
Compile fix
33 Days Ago
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
33 Days Ago
merge from siegeweapon_firedamage
33 Days Ago
Protection tweaks
33 Days Ago
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
34 Days Ago
merge from iteration_optims
34 Days Ago
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
34 Days Ago
Fixed nre when main menu is disabled when entering playmode in a playable scene
34 Days Ago
merge from iteration_optims
34 Days Ago
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2 Saves ~500ms when entering playmode on average
34 Days Ago
merge from main
34 Days Ago
merge from hasunlocked_optims
34 Days Ago
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
34 Days Ago
merge from iteration_optims
34 Days Ago
Snake mask -> Snake Mask
34 Days Ago
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
34 Days Ago
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref Was taking around 600ms when entering playground
34 Days Ago
merge from console_optims
34 Days Ago
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
34 Days Ago
merge from bootstrap_optims
34 Days Ago
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
34 Days Ago
merge from main