reporust_rebootcancel

138,447 Commits over 4,352 Days - 1.33cph!

6 Minutes Ago
merge from main
14 Minutes Ago
Some optims to FlexElement LayoutMainAxis (scrolling a virtual scroll view is quite slow) - Get rid of the SizingChildren.Exists in LayoutMainAxis and keep track of the remaining elements manually, saves some time - Put Grow and Shrink in the childParams struct - Cache the children count ~0.65ms -> ~0.50ms per frame when scrolling the items tab
15 Minutes Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
28 Minutes Ago
merge from render_pipeline_testing
30 Minutes Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
31 Minutes Ago
another fix
39 Minutes Ago
merge from render_pipeline_testing (server compile fixes)
41 Minutes Ago
further
53 Minutes Ago
bunch of client preproc guards
58 Minutes Ago
Updating bunny suit female settings
1 Hour Ago
Updating bunny suit burst cloth settings
1 Hour Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
1 Hour Ago
merge from wakeaiz_tickrate_optim
1 Hour Ago
Merge: from remove_clear_from_unsub - Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue Tests: teleported around 2.5k procgen map
1 Hour Ago
exported latest m16a2 viewmodel rig/anims
1 Hour Ago
Optim: skip clearing entity queue when unsubbing from a network group Was originally done to help with old spectating logic, but it's now handled separately. Tests: teleported around on a 2.5k procgen map
1 Hour Ago
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
1 Hour Ago
update render pipeline for renamed usings/objects
1 Hour Ago
Bunch of fixes. Refactor some scrap cost calculation to include the salvage upgrade in a central location. Tech tree UI costs/values now reflect salvage upgrade effects.
1 Hour Ago
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
1 Hour Ago
merge from main
1 Hour Ago
removed old premergeOct 25 anim controller
1 Hour Ago
fixed toolgun offset issues
1 Hour Ago
Wall alt versions. Scene backup.
1 Hour Ago
merge from render_pipeline_testing
1 Hour Ago
merge from main
1 Hour Ago
Removed temporary materials. Started second pass on Kiosk A
1 Hour Ago
merge from autoconnect_menu_fix
1 Hour Ago
merge from main
1 Hour Ago
Moved t+autobench switch after OnMenuLoaded as well
2 Hours Ago
CurrentVersion.cs
2 Hours Ago
Shotgun traps and flame turrets are destroyed on boat death
2 Hours Ago
Meta files
2 Hours Ago
▆ ▍▍▌▍██▌█ ▄▅▌▇▄▊▇▍▋██
2 Hours Ago
Various code auto updates, part 6 (third party)
2 Hours Ago
Various code auto updates, part 5
2 Hours Ago
Various code auto updates, part 4
2 Hours Ago
Various code auto updates, part 3
2 Hours Ago
Various code auto updates, part 2
2 Hours Ago
Various code auto updates, part 1
2 Hours Ago
Update to rps, victory and beat chest gestures
2 Hours Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
2 Hours Ago
TMP auto upgrade (this needs applying upstream)
2 Hours Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
3 Hours Ago
easter wallpaper texture update
3 Hours Ago
minor tiling fix on one of the easter wallpapers
3 Hours Ago
added descriptions to all the wallpapers, engine file update
3 Hours Ago
fixed bandit relaxed idle issues
3 Hours Ago
merge from new_console-ui
3 Hours Ago
Better background blur shader, only used by the F1 menu for now