139,038 Commits over 4,474 Days - 1.29cph!

2 Months Ago
Merge: from main
2 Months Ago
merge main -> rust_relay_server
2 Months Ago
merge from main
2 Months Ago
Blocker evaluator micro optims
2 Months Ago
merge from main
2 Months Ago
merge from rectmasks2d_optims
2 Months 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)
2 Months Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
2 Months 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
2 Months Ago
last serialized field fix
2 Months 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
2 Months Ago
Merge: from fuzzy_circularbuffer Chosing this implementation
2 Months Ago
Fixed Female/A player seed head going invisible when lodding
2 Months Ago
Merge: from pool_mt
2 Months Ago
Merge: from main
2 Months 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
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
Merge from main
2 Months Ago
Merge from preserve_player
2 Months Ago
Network++
2 Months Ago
Reapplying wiretool_reconnect_fix
2 Months Ago
Merge from main
2 Months Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
2 Months Ago
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2 Months Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
2 Months Ago
Sphere tank scene is now playable
2 Months Ago
Added a crude oil producer to dome
2 Months Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
2 Months Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
2 Months Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
2 Months Ago
Remove dodgy null check
2 Months Ago
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
2 Months Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
2 Months Ago
Fix list clear NRE
2 Months Ago
Stop groundwatch killing the table as well
2 Months Ago
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
2 Months Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
2 Months Ago
IOCircuitSystem indentation fix
2 Months Ago
Disable deatching children on the modding monument build block prefabs
2 Months Ago
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
2 Months Ago
Merge from main
2 Months Ago
initial setup on auto turret workshop skinnable
2 Months Ago
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
2 Months Ago
Ceiling gold stars rotated textures to match placement guide
2 Months Ago
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
2 Months Ago
added missing scripts for placement guide
2 Months Ago
Item Compacter item setup. mini deployable recycler for your base with very low output, for dumping crap you dont want instead of throwing it on the floor. Will give back very low amounts of wood, frags etc.
2 Months Ago
L4D1 .nav files now successfully load
2 Months Ago
Reduced the amount of flags OR AND and XOR switches are setting