140,271 Commits over 4,352 Days - 1.34cph!

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