144,923 Commits over 4,413 Days - 1.37cph!
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)
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
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
last serialized field fix
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
Merge: from fuzzy_circularbuffer
Chosing this implementation
Fixed Female/A player seed head going invisible when lodding
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
Merge from preserve_player
Reapplying wiretool_reconnect_fix
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
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Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
Sphere tank scene is now playable
Added a crude oil producer to dome
Merge from fluid_io_updates
Creating new branch to combine player maintained monuments
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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
- Fix z position being stomped (when loading table state)
- Fix shooting not working
- Fix only being able to mount the table once
- Codegen
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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
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
IOCircuitSystem indentation fix
Disable deatching children on the modding monument build block prefabs
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)
initial setup on auto turret workshop skinnable
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Allow root combiners to be connected to non root entities. Renamed it to 'combiner'
Prevent feedback loops by discarding power from back edge wires
Ceiling gold stars rotated textures to match placement guide
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
added missing scripts for placement guide
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.
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