140,292 Commits over 4,352 Days - 1.34cph!

11 Minutes Ago
merge from render_pipeline_testing
12 Minutes Ago
fix watercamera rrp unity 6
16 Minutes Ago
HttpImage: Don't bother creating sprites if we can just use textures directly
21 Minutes 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
19 Minutes Ago
merge from render_pipeline_testing (unity 6 compat)
20 Minutes Ago
Back SteamPlatform.ItemDefinitions with a dictionnary so getting a steam item def doens't take 2 working days (we have 6000 items)
23 Minutes Ago
merge from new_console-ui
24 Minutes Ago
merge from new_console-ui/optims
29 Minutes Ago
Changed the steam inventory item button texts to use the fast path Fixed cart button text settings
29 Minutes Ago
merge from unity6_compat
40 Minutes Ago
new_console-ui -> main
42 Minutes Ago
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43 Minutes Ago
Fix all the scrolling enlargement issues in console page
53 Minutes 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
1 Hour Ago
1 Hour Ago
RRP unity 6 compatibility (testing old unity still works)
1 Hour Ago
Reorganised command list page - cleaned it up slightly
1 Hour Ago
- Restore client and server autocomplete tag colours - Add them into command list as well
1 Hour Ago
Make autocomplete buttons like the old ones - they are better
1 Hour 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
1 Hour Ago
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
2 Hours Ago
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2 Hours Ago
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3 Hours Ago
merge from main
4 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
4 Hours Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
4 Hours Ago
merge from render_pipeline_testing
4 Hours Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
4 Hours Ago
another fix
4 Hours Ago
merge from render_pipeline_testing (server compile fixes)
4 Hours Ago
further
4 Hours Ago
bunch of client preproc guards
4 Hours Ago
Updating bunny suit female settings
4 Hours Ago
Updating bunny suit burst cloth settings
4 Hours Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
4 Hours Ago
merge from wakeaiz_tickrate_optim
4 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
4 Hours Ago
exported latest m16a2 viewmodel rig/anims
4 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
5 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
5 Hours Ago
update render pipeline for renamed usings/objects
5 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.
5 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
5 Hours Ago
merge from main
5 Hours Ago
removed old premergeOct 25 anim controller
5 Hours Ago
fixed toolgun offset issues
5 Hours Ago
Wall alt versions. Scene backup.
5 Hours Ago
merge from render_pipeline_testing
5 Hours Ago
merge from main
5 Hours Ago
Removed temporary materials. Started second pass on Kiosk A