144,988 Commits over 4,413 Days - 1.37cph!

2 Months Ago
merge from main
2 Months 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
2 Months Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
2 Months Ago
merge from render_pipeline_testing
2 Months Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
2 Months Ago
another fix
2 Months Ago
merge from render_pipeline_testing (server compile fixes)
2 Months Ago
further
2 Months Ago
bunch of client preproc guards
2 Months Ago
Updating bunny suit female settings
2 Months Ago
Updating bunny suit burst cloth settings
2 Months Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
2 Months Ago
merge from wakeaiz_tickrate_optim
2 Months 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
2 Months Ago
exported latest m16a2 viewmodel rig/anims
2 Months 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
2 Months 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
2 Months Ago
update render pipeline for renamed usings/objects
2 Months 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.
2 Months 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
2 Months Ago
merge from main
2 Months Ago
removed old premergeOct 25 anim controller
2 Months Ago
fixed toolgun offset issues
2 Months Ago
Wall alt versions. Scene backup.
2 Months Ago
merge from render_pipeline_testing
2 Months Ago
merge from main
2 Months Ago
Removed temporary materials. Started second pass on Kiosk A
2 Months Ago
merge from autoconnect_menu_fix
2 Months Ago
merge from main
2 Months Ago
Moved t+autobench switch after OnMenuLoaded as well
2 Months Ago
CurrentVersion.cs
2 Months Ago
Shotgun traps and flame turrets are destroyed on boat death
2 Months Ago
Meta files
2 Months Ago
▆ ▍▍▌▍██▌█ ▄▅▌▇▄▊▇▍▋██
2 Months Ago
Various code auto updates, part 6 (third party)
2 Months Ago
Various code auto updates, part 5
2 Months Ago
Various code auto updates, part 4
2 Months Ago
Various code auto updates, part 3
2 Months Ago
Various code auto updates, part 2
2 Months Ago
Various code auto updates, part 1
2 Months Ago
Update to rps, victory and beat chest gestures
2 Months Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
2 Months Ago
TMP auto upgrade (this needs applying upstream)
2 Months Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
2 Months Ago
easter wallpaper texture update
2 Months Ago
minor tiling fix on one of the easter wallpapers
2 Months Ago
added descriptions to all the wallpapers, engine file update
2 Months Ago
fixed bandit relaxed idle issues
2 Months Ago
merge from new_console-ui
2 Months Ago
Better background blur shader, only used by the F1 menu for now