145,254 Commits over 4,413 Days - 1.37cph!

3 Days Ago
Delete old skinset assets
3 Days Ago
Codegen
3 Days Ago
Bunch of compile fixes
3 Days Ago
Merge from main
3 Days Ago
Merge from main
3 Days Ago
Can now walk around the pool table when mounted
3 Days Ago
apartment oven, texture tweaks, prefab setup, lods and collision
3 Days Ago
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system (#2)
3 Days Ago
Merge: from main
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
Sync pool mountable locations over the net
3 Days Ago
merge from mismatched_serialized_analyzer
3 Days Ago
analyzer optim, takes approx 40% the time it did before
3 Days Ago
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3 Days Ago
Fixed texture artifacts on Male/N player seed
3 Days Ago
Merge from main
3 Days Ago
Updating skinning for Ballistic and BDU clothes
3 Days Ago
Manifest and phrases
3 Days Ago
Fixed dumb 3am bug I couldn't see
3 Days Ago
Prefabs baseline
3 Days Ago
Merge: from serverocclusion_unittests_fixes - Bugfix: NetworkVisibilityGrid.IsVisibleFrom didn't return consistent to GetVisibleFrom results - Bugfix(tests): fix invalid setup of server occlusion visibility in select tests Tests: ran unit tests
3 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
3 Days Ago
Merge: from main
3 Days Ago
merge main -> rust_relay_server
3 Days Ago
merge from main
3 Days Ago
Blocker evaluator micro optims
3 Days Ago
merge from main
3 Days Ago
merge from rectmasks2d_optims
3 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)
3 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
3 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
3 Days Ago
last serialized field fix
3 Days Ago
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
3 Days Ago
Merge: from fuzzy_circularbuffer Chosing this implementation
3 Days Ago
Fixed Female/A player seed head going invisible when lodding
3 Days Ago
Merge: from pool_mt
3 Days Ago
Merge: from main
3 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
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
Merge from main
3 Days Ago
Merge from preserve_player
3 Days Ago
Network++
3 Days Ago
Reapplying wiretool_reconnect_fix
3 Days Ago
Merge from main
3 Days Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
3 Days Ago
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