144,979 Commits over 4,413 Days - 1.37cph!

Yesterday
Merge: from main
Yesterday
merge main -> rust_relay_server
Yesterday
merge from main
Yesterday
Blocker evaluator micro optims
Yesterday
merge from main
Yesterday
merge from rectmasks2d_optims
Yesterday
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)
Yesterday
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
Yesterday
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
Yesterday
last serialized field fix
Yesterday
Merge: from pool_mt - Optim: Pool is now cheaper to use in multithreaded context. Can revert to old pool with pool.usemutexpool 1 (default 0) Tests: unit tests and played on Craggy in editor
Yesterday
Merge: from fuzzy_circularbuffer Chosing this implementation
Yesterday
Fixed Female/A player seed head going invisible when lodding
Yesterday
Merge: from pool_mt
Yesterday
Merge: from main
Yesterday
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
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Merge from preserve_player
Yesterday
Network++
Yesterday
Reapplying wiretool_reconnect_fix
Yesterday
Merge from main
Yesterday
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
Yesterday
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Yesterday
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
Yesterday
Sphere tank scene is now playable
Yesterday
Added a crude oil producer to dome
Yesterday
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
Yesterday
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Yesterday
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
Yesterday
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
Yesterday
Remove dodgy null check
Yesterday
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
Yesterday
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Yesterday
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
Yesterday
Fix list clear NRE
Yesterday
Stop groundwatch killing the table as well
Yesterday
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
Yesterday
- Allow player to play against themselves - Temp patch for viewmodel issues
Yesterday
IOCircuitSystem indentation fix
Yesterday
Disable deatching children on the modding monument build block prefabs
Yesterday
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
Yesterday
Merge from main
Yesterday
initial setup on auto turret workshop skinnable
Yesterday
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Yesterday
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires