reporust_rebootcancel

126,798 Commits over 4,201 Days - 1.26cph!

3 Days Ago
Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label - exposing as label instead of bool so people don't actively use this hack
3 Days Ago
Number of improvements to the dump command - TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct - create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components) - for certain dump text files, create separate files for active vs inactive objects - fix only dumping the active roots and not all roots, active & inactive
3 Days Ago
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
3 Days Ago
Fixed offset rotation
3 Days Ago
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering
3 Days Ago
Merge from slots_optimize
3 Days Ago
Fix a prefab id
3 Days Ago
Update caboose versions of slot machine Delete 6 meshes that are no longer needed, about a mb worth
3 Days Ago
WIP
3 Days Ago
Compile fix
3 Days Ago
merge from fix_chat_message_logs -> main
3 Days Ago
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3 Days Ago
Make the slot machine and storage entity poolable, entering range of a slot machine that has already been pooled now takes 0.13ms and allocates 384b (was over 2ms)
3 Days Ago
Try to fix linux compile error again
3 Days Ago
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3 Days Ago
MeshCull the black out box
3 Days Ago
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
3 Days Ago
merge from ui_overhead_optims
3 Days Ago
Fixed chat and sleeping bag clusters texts appearing blurry
3 Days Ago
Cannon FX restoration. Nested them as standalone prefabs.
3 Days Ago
merge from ui_overhead_optims
3 Days Ago
Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
3 Days Ago
Fixed F1 tools tab hud toggles not initializing correctly following 133710, causing half of the hud to disappear when opened
3 Days Ago
Merge from naval_update
3 Days Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
3 Days Ago
Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers Removed all allocations from client side invokes Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
3 Days Ago
merge from fix_chat_messages_logs -> main
3 Days Ago
Fix compile error on linux server build
3 Days Ago
Fix chat messages not being logged to the logfile, only to the server console
3 Days Ago
merge from main (using main version of all the prefabs changed by a manifest update in naval)
3 Days Ago
merge from update_manifest_oct_25 -> main
3 Days Ago
Fixed farm barge NPC opening door too early
3 Days Ago
Prefab changes after generating manifest
3 Days Ago
Manifest after updating
3 Days Ago
Skin manifest
3 Days Ago
merge from ui_overhead_optimms
3 Days Ago
Merge from floating_cities
3 Days Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
3 Days Ago
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3 Days Ago
Spawns. Splat polish.
3 Days Ago
Fixed hudcomponent command messing with all these optims, we now toggle gameobjects only and keep the canvases untouched
3 Days Ago
Crosshair disables its canvas when hidden
3 Days Ago
floating city 4 latest
3 Days Ago
Now disable their canvas when invisible: Rock paper scissors Camera overlay Scope overlay Fixed blackout overlays not turning off completely
3 Days Ago
Spawning progress/backup
3 Days Ago
main -> unskinned_windmill
3 Days Ago
scientist_boat_fixes -> naval_update
3 Days Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
3 Days Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
3 Days Ago
merge from main