141,153 Commits over 4,352 Days - 1.35cph!

10 Days Ago
fixes, add missing components to some scenes
10 Days Ago
reduce error fade duration to 1 second
10 Days Ago
new_console-ui -> main
10 Days Ago
- Remove hover to preview - Make default values green again
10 Days Ago
Merge from demo_shot_track_dubbing
10 Days Ago
Merge from main
10 Days Ago
Combine Position/Rotation into one track (feels weird to just modify one)
10 Days Ago
merge from main
10 Days Ago
Fixed some misconfigured flex texts affected by the optims earlier, one in the featured store and one in the server browser entry prefab
10 Days Ago
merge from steaminventory_optims
10 Days Ago
Added a mode for FlexVirtualScroll to hide its elements instead of disabling the gameobject Use that for the steam inventory scroll
10 Days Ago
merge from render_pipeline_testing
10 Days Ago
fix watercamera rrp unity 6
10 Days Ago
HttpImage: Don't bother creating sprites if we can just use textures directly
10 Days 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
10 Days Ago
merge from render_pipeline_testing (unity 6 compat)
10 Days Ago
Back SteamPlatform.ItemDefinitions with a dictionnary so getting a steam item def doens't take 2 working days (we have 6000 items)
10 Days Ago
merge from new_console-ui
10 Days Ago
merge from new_console-ui/optims
10 Days Ago
Changed the steam inventory item button texts to use the fast path Fixed cart button text settings
10 Days Ago
merge from unity6_compat
10 Days Ago
new_console-ui -> main
10 Days Ago
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10 Days Ago
Fix all the scrolling enlargement issues in console page
10 Days 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
10 Days Ago
10 Days Ago
RRP unity 6 compatibility (testing old unity still works)
10 Days Ago
Reorganised command list page - cleaned it up slightly
10 Days Ago
- Restore client and server autocomplete tag colours - Add them into command list as well
10 Days Ago
Make autocomplete buttons like the old ones - they are better
10 Days 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
10 Days Ago
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
10 Days Ago
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10 Days Ago
merge from main
10 Days 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
10 Days Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
10 Days Ago
merge from render_pipeline_testing
10 Days Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
10 Days Ago
another fix
10 Days Ago
merge from render_pipeline_testing (server compile fixes)
10 Days Ago
further
10 Days Ago
bunch of client preproc guards
10 Days Ago
Updating bunny suit female settings
10 Days Ago
Updating bunny suit burst cloth settings
10 Days Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
10 Days Ago
merge from wakeaiz_tickrate_optim
10 Days 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
10 Days Ago
exported latest m16a2 viewmodel rig/anims
10 Days 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