reporust_rebootcancel

142,945 Commits over 4,413 Days - 1.35cph!

6 Hours Ago
delete old head prefabs
6 Hours Ago
Delete old player model fbx and prefab reference duplicates
6 Hours Ago
Subtract bad merge
6 Hours Ago
Manifest
6 Hours Ago
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
6 Hours Ago
delete debug player model prefabs, no longer needed
6 Hours Ago
Delete old skinset assets
6 Hours Ago
Codegen
Today
Bunch of compile fixes
Today
Merge from main
Today
Merge from main
Can now walk around the pool table when mounted
Today
apartment oven, texture tweaks, prefab setup, lods and collision
Today
Merge: from main
Today
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Today
Merge from main
Today
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Sync pool mountable locations over the net
Today
merge from mismatched_serialized_analyzer
Today
analyzer optim, takes approx 40% the time it did before
Today
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Fixed texture artifacts on Male/N player seed
Today
Merge from main
Today
Updating skinning for Ballistic and BDU clothes
Today
Manifest and phrases
Fixed dumb 3am bug I couldn't see
Today
Prefabs baseline
Today
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
Today
Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
Today
Merge: from main
Today
merge main -> rust_relay_server
Today
merge from main
Today
Blocker evaluator micro optims
Today
merge from main
Today
merge from rectmasks2d_optims
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