140,449 Commits over 4,352 Days - 1.34cph!

Today
Merge from demo_shot_track_dubbing
Today
Merge from main
Today
Combine Position/Rotation into one track (feels weird to just modify one)
Today
merge from main
Today
Fixed some misconfigured flex texts affected by the optims earlier, one in the featured store and one in the server browser entry prefab
Today
merge from steaminventory_optims
Today
Added a mode for FlexVirtualScroll to hide its elements instead of disabling the gameobject Use that for the steam inventory scroll
Yesterday
merge from render_pipeline_testing
Yesterday
fix watercamera rrp unity 6
Yesterday
HttpImage: Don't bother creating sprites if we can just use textures directly
Yesterday
New FIELD_ types & networking for doubles Use new field/networking types for doubles where needed * All the fields that were switched from float to double now use correct FIELD_ and networking types Switch map IO and forced ladder movement to doubles * EventQueuePrioritizedEvent_t.m_flFireTime, LadderMove_t.m_flStartTime & m_flArrivalTime, CBeam.m_flFireTime More doubleage, for matproxies and some other pieces * IVEngineClient013:GetLastTimeStamp, CClientState.m_flLastServerTickTime, GetAnimationStartTime, some client interpolation stuff s_flLastTimeStamp, m_flOldLastTimeStamp, g_flLastPacketTimestamp * C_BaseEntity.m_flSpawnTime, m_flLastMessageTime, SpawnTime(), GetTextureAnimationStartTime() * Applies a modulo hack to LinearRamp matproxy, it doesn't seem to want to work properly with just doubles Remove C_BaseEntity.GetCreateTime (unused) * GetCreateTime, m_flCreateTime, SetCreateTime, GetCreationTick, m_nCreationTick
Yesterday
merge from render_pipeline_testing (unity 6 compat)
Yesterday
Back SteamPlatform.ItemDefinitions with a dictionnary so getting a steam item def doens't take 2 working days (we have 6000 items)
Yesterday
merge from new_console-ui
Yesterday
merge from new_console-ui/optims
Yesterday
Changed the steam inventory item button texts to use the fast path Fixed cart button text settings
Yesterday
merge from unity6_compat
Yesterday
new_console-ui -> main
Yesterday
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Yesterday
Fix all the scrolling enlargement issues in console page
Yesterday
- Scale console autocomplete and input console fonts as you scroll zoom -Allow setting font sizes on autocomplete and input console - Fix autocomplete button putting the wrong things in the input field - Cleanup
Yesterday
Yesterday
RRP unity 6 compatibility (testing old unity still works)
Yesterday
Reorganised command list page - cleaned it up slightly
Yesterday
- Restore client and server autocomplete tag colours - Add them into command list as well
Yesterday
Make autocomplete buttons like the old ones - they are better
Yesterday
Added a fast path for RustFlexText MeasureHorizontal for when the text width doesnt matter and wont impact the parent size, to avoid calling the slow TMP GetPreferredValues Scrolling in the item tab: MeasureCrossAxis 0.84ms 21.5KB to 0.25ms 0KB
Yesterday
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
Some optims to FlexElement LayoutMainAxis (scrolling a virtual scroll view is quite slow) - Get rid of the SizingChildren.Exists in LayoutMainAxis and keep track of the remaining elements manually, saves some time - Put Grow and Shrink in the childParams struct - Cache the children count ~0.65ms -> ~0.50ms per frame when scrolling the items tab
Yesterday
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
Yesterday
merge from render_pipeline_testing
Yesterday
Setup tropical island 1 and ghostship 1 to use independant navmesh
Yesterday
another fix
Yesterday
merge from render_pipeline_testing (server compile fixes)
Yesterday
further
Yesterday
bunch of client preproc guards
Yesterday
Updating bunny suit female settings
Yesterday
Updating bunny suit burst cloth settings
Yesterday
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
Yesterday
merge from wakeaiz_tickrate_optim
Yesterday
Merge: from remove_clear_from_unsub - Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue Tests: teleported around 2.5k procgen map
Yesterday
exported latest m16a2 viewmodel rig/anims
Yesterday
Optim: skip clearing entity queue when unsubbing from a network group Was originally done to help with old spectating logic, but it's now handled separately. Tests: teleported around on a 2.5k procgen map
Yesterday
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
Yesterday
update render pipeline for renamed usings/objects
Yesterday
Bunch of fixes. Refactor some scrap cost calculation to include the salvage upgrade in a central location. Tech tree UI costs/values now reflect salvage upgrade effects.
Yesterday
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot