146,182 Commits over 4,444 Days - 1.37cph!

14 Days Ago
Prefabs baseline
14 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
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Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
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Merge: from main
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merge main -> rust_relay_server
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merge from main
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Blocker evaluator micro optims
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merge from main
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merge from rectmasks2d_optims
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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)
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last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
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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
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last serialized field fix
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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
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Merge: from fuzzy_circularbuffer Chosing this implementation
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Fixed Female/A player seed head going invisible when lodding
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Merge: from pool_mt
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Merge: from main
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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
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merge from main
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merge from main
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Merge from main
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Merge from preserve_player
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Network++
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Reapplying wiretool_reconnect_fix
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Merge from main
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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)
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Sphere tank scene is now playable
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Added a crude oil producer to dome
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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)
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- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
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Remove dodgy null check
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- 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
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Fix list clear NRE
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Stop groundwatch killing the table as well
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- 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
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- Allow player to play against themselves - Temp patch for viewmodel issues
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IOCircuitSystem indentation fix
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Disable deatching children on the modding monument build block prefabs
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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)
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Merge from main
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initial setup on auto turret workshop skinnable