137,522 Commits over 4,474 Days - 1.28cph!

51 Days Ago
Deleted old hair assets Deleted old hair sets
51 Days Ago
plugged the holes in apartment complex LOD2's windows inb4 rebaking LOD from multiple sources
51 Days Ago
merge from main
51 Days Ago
Penthouse apartment edge decals and remaining wall textures
51 Days Ago
Subtract navmesh subtraction
51 Days Ago
delete old materials
51 Days Ago
delete old head prefabs
51 Days Ago
Delete old player model fbx and prefab reference duplicates
51 Days Ago
Minor cleanups Check for empty strings when getting sound duration
51 Days Ago
Subtract bad merge
51 Days Ago
Manifest
51 Days Ago
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
51 Days Ago
delete debug player model prefabs, no longer needed
51 Days Ago
Delete old skinset assets
51 Days Ago
Codegen
51 Days Ago
Bunch of compile fixes
51 Days Ago
Merge from main
51 Days Ago
Merge from main
51 Days Ago
Can now walk around the pool table when mounted
51 Days Ago
apartment oven, texture tweaks, prefab setup, lods and collision
51 Days Ago
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system (#2)
51 Days Ago
Merge: from main
51 Days Ago
Merge from main
51 Days Ago
Sync pool mountable locations over the net
51 Days Ago
merge from mismatched_serialized_analyzer
51 Days Ago
analyzer optim, takes approx 40% the time it did before
51 Days Ago
Fixed texture artifacts on Male/N player seed
51 Days Ago
Merge from main
51 Days Ago
Updating skinning for Ballistic and BDU clothes
51 Days Ago
Manifest and phrases
51 Days Ago
Fixed dumb 3am bug I couldn't see
51 Days Ago
Prefabs baseline
51 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
51 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
51 Days Ago
Merge: from main
51 Days Ago
merge main -> rust_relay_server
51 Days Ago
merge from main
51 Days Ago
Blocker evaluator micro optims
51 Days Ago
merge from main
51 Days Ago
merge from rectmasks2d_optims
51 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)
51 Days Ago
last CodeAnalyzer version for these changes, catches more edge cases but didn't find any of them in our codebase
51 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
51 Days Ago
last serialized field fix
51 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
51 Days Ago
Merge: from fuzzy_circularbuffer Chosing this implementation
51 Days Ago
Fixed Female/A player seed head going invisible when lodding
51 Days Ago
Merge: from pool_mt
51 Days Ago
Merge: from main
51 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