reporust_rebootcancel

143,044 Commits over 4,413 Days - 1.35cph!

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