140,465 Commits over 4,352 Days - 1.34cph!

Yesterday
Split position/rotation tracks into two again
Yesterday
Update SillyHorseMask.Skeleton Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
Yesterday
fix missing functions in Wind.cginc
Yesterday
merge from new_console-ui
Yesterday
Changed item and vehicle list flex virtual scroll mode Fixed some loc stuff
Yesterday
Cinemachine compile fixes
Yesterday
merge from main
Yesterday
Phrases
Yesterday
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2 Days Ago
merge from main
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
qa island thing
2 Days Ago
fixes, add missing components to some scenes
2 Days Ago
reduce error fade duration to 1 second
2 Days Ago
new_console-ui -> main
2 Days Ago
- Remove hover to preview - Make default values green again
2 Days Ago
Merge from demo_shot_track_dubbing
2 Days Ago
Merge from main
2 Days Ago
Combine Position/Rotation into one track (feels weird to just modify one)
2 Days Ago
merge from main
2 Days Ago
Fixed some misconfigured flex texts affected by the optims earlier, one in the featured store and one in the server browser entry prefab
2 Days Ago
merge from steaminventory_optims
2 Days Ago
Added a mode for FlexVirtualScroll to hide its elements instead of disabling the gameobject Use that for the steam inventory scroll
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
fix watercamera rrp unity 6
2 Days Ago
HttpImage: Don't bother creating sprites if we can just use textures directly
2 Days Ago
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
2 Days Ago
merge from render_pipeline_testing (unity 6 compat)
2 Days Ago
Back SteamPlatform.ItemDefinitions with a dictionnary so getting a steam item def doens't take 2 working days (we have 6000 items)
2 Days Ago
merge from new_console-ui
2 Days Ago
merge from new_console-ui/optims
2 Days Ago
Changed the steam inventory item button texts to use the fast path Fixed cart button text settings
2 Days Ago
merge from unity6_compat
2 Days Ago
new_console-ui -> main
2 Days Ago
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2 Days Ago
Fix all the scrolling enlargement issues in console page
2 Days Ago
- 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
2 Days Ago
2 Days Ago
RRP unity 6 compatibility (testing old unity still works)
2 Days Ago
Reorganised command list page - cleaned it up slightly
2 Days Ago
- Restore client and server autocomplete tag colours - Add them into command list as well
2 Days Ago
Make autocomplete buttons like the old ones - they are better
2 Days Ago
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
2 Days Ago
Embedded com.whinarn.unitymeshsimplifier so we don't need git installed on all machines
2 Days Ago
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2 Days Ago
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2 Days Ago
merge from main
2 Days Ago
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
2 Days Ago
Water wheel server methods moved to budgeted queue, better cached performance of water blocking check, renamed item asset
2 Days Ago
merge from render_pipeline_testing