144,923 Commits over 4,413 Days - 1.37cph!

Today
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)
Today
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
Today
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
Today
last serialized field fix
Today
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
Today
Merge: from fuzzy_circularbuffer Chosing this implementation
Fixed Female/A player seed head going invisible when lodding
Today
Merge: from pool_mt
Today
Merge: from main
Today
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
Today
merge from main
Today
merge from main
Today
Merge from main
Today
Merge from preserve_player
Today
Network++
Today
Reapplying wiretool_reconnect_fix
Today
Merge from main
Today
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
Today
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Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
Today
Sphere tank scene is now playable
Today
Added a crude oil producer to dome
Today
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
Today
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Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
Remove dodgy null check
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
Today
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Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
Fix list clear NRE
Stop groundwatch killing the table as well
- 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
- Allow player to play against themselves - Temp patch for viewmodel issues
Today
IOCircuitSystem indentation fix
Today
Disable deatching children on the modding monument build block prefabs
Today
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)
Today
Merge from main
Today
initial setup on auto turret workshop skinnable
Today
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Today
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
Today
Ceiling gold stars rotated textures to match placement guide
Today
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
Yesterday
added missing scripts for placement guide
Yesterday
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.
Yesterday
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Yesterday
L4D1 .nav files now successfully load