reporust_rebootcancel

134,019 Commits over 4,444 Days - 1.26cph!

30 Days Ago
Prefabs baseline
30 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
30 Days Ago
Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
30 Days Ago
Merge: from main
30 Days Ago
merge main -> rust_relay_server
30 Days Ago
merge from main
30 Days Ago
Blocker evaluator micro optims
30 Days Ago
merge from main
30 Days Ago
merge from rectmasks2d_optims
30 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)
30 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
30 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
30 Days Ago
last serialized field fix
30 Days Ago
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
30 Days Ago
Merge: from fuzzy_circularbuffer Chosing this implementation
30 Days Ago
Fixed Female/A player seed head going invisible when lodding
30 Days Ago
Merge: from pool_mt
30 Days Ago
Merge: from main
30 Days Ago
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
30 Days Ago
merge from main
30 Days Ago
merge from main
30 Days Ago
Merge from main
30 Days Ago
Merge from preserve_player
30 Days Ago
Network++
30 Days Ago
Reapplying wiretool_reconnect_fix
30 Days Ago
Merge from main
30 Days Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
30 Days Ago
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31 Days Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
31 Days Ago
Sphere tank scene is now playable
31 Days Ago
Added a crude oil producer to dome
31 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
31 Days Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
31 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
31 Days Ago
Remove dodgy null check
31 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
31 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
31 Days Ago
Fix list clear NRE
31 Days Ago
Stop groundwatch killing the table as well
31 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
31 Days Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
31 Days Ago
IOCircuitSystem indentation fix
31 Days Ago
Disable deatching children on the modding monument build block prefabs
31 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)
31 Days Ago
Merge from main
31 Days Ago
initial setup on auto turret workshop skinnable
31 Days Ago
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
31 Days Ago
Ceiling gold stars rotated textures to match placement guide
31 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
31 Days Ago
added missing scripts for placement guide