reporust_rebootcancel

137,325 Commits over 4,474 Days - 1.28cph!

2 Months Ago
analyzer optim, takes approx 40% the time it did before
2 Months Ago
Fixed texture artifacts on Male/N player seed
2 Months Ago
Merge from main
2 Months Ago
Updating skinning for Ballistic and BDU clothes
2 Months Ago
Manifest and phrases
2 Months Ago
Fixed dumb 3am bug I couldn't see
2 Months Ago
Prefabs baseline
2 Months 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
2 Months 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
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)