140,418 Commits over 4,352 Days - 1.34cph!

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