reporust_rebootcancel

143,111 Commits over 4,413 Days - 1.35cph!

Yesterday
merge from main
Yesterday
merge from rectmasks2d_optims
Yesterday
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)
Yesterday
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
Yesterday
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
Yesterday
last serialized field fix
Yesterday
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
Yesterday
Merge: from fuzzy_circularbuffer Chosing this implementation
Yesterday
Fixed Female/A player seed head going invisible when lodding
Yesterday
Merge: from pool_mt
Yesterday
Merge: from main
Yesterday
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
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Merge from preserve_player
Yesterday
Network++
Yesterday
Reapplying wiretool_reconnect_fix
Yesterday
Merge from main
Yesterday
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
Yesterday
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Yesterday
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Yesterday
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
2 Days Ago
Sphere tank scene is now playable
2 Days Ago
Added a crude oil producer to dome
2 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
2 Days Ago
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2 Days Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
2 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
2 Days Ago
Remove dodgy null check
2 Days 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 Days Ago
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2 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
2 Days Ago
Fix list clear NRE
2 Days Ago
Stop groundwatch killing the table as well
2 Days 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 Days Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
2 Days Ago
IOCircuitSystem indentation fix
2 Days Ago
Disable deatching children on the modding monument build block prefabs
2 Days 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)
2 Days Ago
Merge from main
2 Days Ago
initial setup on auto turret workshop skinnable
2 Days Ago
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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
2 Days Ago
Ceiling gold stars rotated textures to match placement guide
2 Days Ago
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
2 Days Ago
added missing scripts for placement guide
2 Days Ago
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.