136,705 Commits over 4,444 Days - 1.28cph!

38 Days Ago
Merge from main
38 Days Ago
Can now walk around the pool table when mounted
38 Days Ago
apartment oven, texture tweaks, prefab setup, lods and collision
38 Days Ago
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system (#2)
38 Days Ago
Merge: from main
38 Days Ago
Merge from main
38 Days Ago
Sync pool mountable locations over the net
38 Days Ago
merge from mismatched_serialized_analyzer
38 Days Ago
analyzer optim, takes approx 40% the time it did before
38 Days Ago
Fixed texture artifacts on Male/N player seed
38 Days Ago
Merge from main
38 Days Ago
Updating skinning for Ballistic and BDU clothes
38 Days Ago
Manifest and phrases
38 Days Ago
Fixed dumb 3am bug I couldn't see
38 Days Ago
Prefabs baseline
38 Days Ago
Merge: from serverocclusion_unittests_fixes - Bugfix: NetworkVisibilityGrid.IsVisibleFrom didn't return consistent to GetVisibleFrom results - Bugfix(tests): fix invalid setup of server occlusion visibility in select tests Tests: ran unit tests
38 Days Ago
Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
38 Days Ago
Merge: from main
38 Days Ago
merge main -> rust_relay_server
38 Days Ago
merge from main
38 Days Ago
Blocker evaluator micro optims
38 Days Ago
merge from main
39 Days Ago
merge from rectmasks2d_optims
39 Days Ago
Commented UpdateClipSoftness, new feature we dont need. We have SoftMask Clipping now takes 0.2ms a frame while sitting in the main menu, was ~9ms after the package update, 2ms on main (deep profiling editor)
39 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
39 Days Ago
Use GetInheritedAlpha on the canvas group chain to check if we should perform clipping Most of our masks are invisible but not totally disabled because toggling gameobject is slow
39 Days Ago
last serialized field fix
39 Days Ago
Merge: from pool_mt - Optim: Pool is now cheaper to use in multithreaded context. Can revert to old pool with pool.usemutexpool 1 (default 0) Tests: unit tests and played on Craggy in editor
39 Days Ago
Merge: from fuzzy_circularbuffer Chosing this implementation
39 Days Ago
Fixed Female/A player seed head going invisible when lodding
39 Days Ago
Merge: from pool_mt
39 Days Ago
Merge: from main
39 Days Ago
Restored the hasMoved check in RectMask2D::PerformClipping, was removed by unity to fix pivot animation issue We don't care about rect pivot animations, removing that check murdered UI clipping performance
39 Days Ago
merge from main
39 Days Ago
merge from main
39 Days Ago
Merge from main
39 Days Ago
Merge from preserve_player
39 Days Ago
Network++
39 Days Ago
Reapplying wiretool_reconnect_fix
39 Days Ago
Merge from main
39 Days Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
39 Days Ago
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39 Days Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
39 Days Ago
Sphere tank scene is now playable
39 Days Ago
Added a crude oil producer to dome
39 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
39 Days Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
39 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
39 Days Ago
Remove dodgy null check
39 Days Ago
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen