reporust_rebootcancel

143,931 Commits over 4,413 Days - 1.36cph!

10 Days Ago
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Merge from main
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Sync pool mountable locations over the net
10 Days Ago
merge from mismatched_serialized_analyzer
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analyzer optim, takes approx 40% the time it did before
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Fixed texture artifacts on Male/N player seed
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Merge from main
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Updating skinning for Ballistic and BDU clothes
10 Days Ago
Manifest and phrases
10 Days Ago
Fixed dumb 3am bug I couldn't see
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Prefabs baseline
10 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
10 Days Ago
merge from main
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merge from rectmasks2d_optims
10 Days 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)
10 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
10 Days 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
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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
10 Days Ago
Merge: from fuzzy_circularbuffer Chosing this implementation
10 Days Ago
Fixed Female/A player seed head going invisible when lodding
10 Days Ago
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++
10 Days Ago
Reapplying wiretool_reconnect_fix
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Merge from main
10 Days Ago
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
10 Days Ago
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)
10 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir