140,306 Commits over 4,352 Days - 1.34cph!

46 Minutes Ago
merge from main
51 Minutes Ago
merge from render_pipeline_testing
54 Minutes Ago
qa island thing
57 Minutes Ago
fixes, add missing components to some scenes
57 Minutes Ago
reduce error fade duration to 1 second
1 Hour Ago
new_console-ui -> main
1 Hour Ago
- Remove hover to preview - Make default values green again
1 Hour Ago
Merge from demo_shot_track_dubbing
1 Hour Ago
Merge from main
1 Hour Ago
Combine Position/Rotation into one track (feels weird to just modify one)
1 Hour Ago
merge from main
1 Hour Ago
Fixed some misconfigured flex texts affected by the optims earlier, one in the featured store and one in the server browser entry prefab
1 Hour Ago
merge from steaminventory_optims
1 Hour Ago
Added a mode for FlexVirtualScroll to hide its elements instead of disabling the gameobject Use that for the steam inventory scroll
2 Hours Ago
merge from render_pipeline_testing
2 Hours Ago
fix watercamera rrp unity 6
2 Hours Ago
HttpImage: Don't bother creating sprites if we can just use textures directly
2 Hours Ago
New FIELD_ types & networking for doubles Use new field/networking types for doubles where needed * All the fields that were switched from float to double now use correct FIELD_ and networking types Switch map IO and forced ladder movement to doubles * EventQueuePrioritizedEvent_t.m_flFireTime, LadderMove_t.m_flStartTime & m_flArrivalTime, CBeam.m_flFireTime More doubleage, for matproxies and some other pieces * IVEngineClient013:GetLastTimeStamp, CClientState.m_flLastServerTickTime, GetAnimationStartTime, some client interpolation stuff s_flLastTimeStamp, m_flOldLastTimeStamp, g_flLastPacketTimestamp * C_BaseEntity.m_flSpawnTime, m_flLastMessageTime, SpawnTime(), GetTextureAnimationStartTime() * Applies a modulo hack to LinearRamp matproxy, it doesn't seem to want to work properly with just doubles Remove C_BaseEntity.GetCreateTime (unused) * GetCreateTime, m_flCreateTime, SetCreateTime, GetCreationTick, m_nCreationTick
2 Hours Ago
merge from render_pipeline_testing (unity 6 compat)
2 Hours Ago
Back SteamPlatform.ItemDefinitions with a dictionnary so getting a steam item def doens't take 2 working days (we have 6000 items)
2 Hours Ago
merge from new_console-ui
2 Hours Ago
merge from new_console-ui/optims
2 Hours Ago
Changed the steam inventory item button texts to use the fast path Fixed cart button text settings
2 Hours Ago
merge from unity6_compat
3 Hours Ago
new_console-ui -> main
3 Hours Ago
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3 Hours Ago
Fix all the scrolling enlargement issues in console page
3 Hours Ago
- Scale console autocomplete and input console fonts as you scroll zoom -Allow setting font sizes on autocomplete and input console - Fix autocomplete button putting the wrong things in the input field - Cleanup
3 Hours Ago
3 Hours Ago
RRP unity 6 compatibility (testing old unity still works)
3 Hours Ago
Reorganised command list page - cleaned it up slightly
3 Hours Ago
- Restore client and server autocomplete tag colours - Add them into command list as well
3 Hours Ago
Make autocomplete buttons like the old ones - they are better
4 Hours Ago
Added a fast path for RustFlexText MeasureHorizontal for when the text width doesnt matter and wont impact the parent size, to avoid calling the slow TMP GetPreferredValues Scrolling in the item tab: MeasureCrossAxis 0.84ms 21.5KB to 0.25ms 0KB
4 Hours Ago
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
4 Hours Ago
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4 Hours Ago
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5 Hours Ago
merge from main
5 Hours 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
5 Hours Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
6 Hours Ago
merge from render_pipeline_testing
6 Hours Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
6 Hours Ago
another fix
6 Hours Ago
merge from render_pipeline_testing (server compile fixes)
6 Hours Ago
further
Today
bunch of client preproc guards
Today
Updating bunny suit female settings
Today
Updating bunny suit burst cloth settings
Today
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
Today
merge from wakeaiz_tickrate_optim