197,741 Commits over 4,140 Days - 1.99cph!
Sail and steering wheel bounds cleanup
Fixed carousel opacity breaking if you swap too quickly betwen items (in between transitions)
Menu UI Code folder restructure
Setup header filters for name, ping, player count etc
Setup some basic steering wheel visual turning
Floating cities progress / visual test for the security tower area
HTTP image supports duplicating an image to an secondary image/rawimage
added camera animation to mini crossbow reloading
Merge: from growablegenes_allocs
- clean of 1 line
Tests: none, trivial change
Clean: remove unused static
Tests: none, trivial change
Merge: from growablegenes_alloc
- reduces(removes?) junk allocs from growables
Tests: editor builds + alloc unit test
Clean: unused usings
Tests: none, trivial change
Merge: from main
Tests: editor builds
Clean: remove Sort from BufferList
Not used anywhere
Tests: editor builds
Optim: don't sort slotWeights to avoid internal allocs
Array.Sort(T[], IComparer<T>) in this version of mono always allocates a Comparison<T> internally. Lucky for us, we can just simplify the code and avoid this alloc.
Tests: alloc unit test passes
merge from discord_sdk_1.2
trawler ship materials and models progress
merge from hackweek_fps_logging
merge from menu_fps_cap_fix
merge from purifier_waterloss_fix
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Update x marker data for VineSwingingTree02 and 03
Updated battery search mission to require 3 batteries
Merge from main (NPCTalking conflicts)
Merge from frontier_external_fixes
Added a 50% buffer for the look at check when looking at a gate with a spraycan
Merge from computerstation_reskin_fix
Merge from team_invite_changes
Fix auto turret auth not working
Resource dispensers respect max stack size
Bring back modding category to server browser
Add wipe schedule filters back
Don't auto-enter BBS edit mode when loading from a save so any boat left in the work area isn't confusingly converted to editable.
Remove leftover debug print
Merge from trimmed_asset_warmup
Indirect instancing fixes:
- Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer.
- Add operations are no longer queued in order to return success/failure states immediately back to the caller.
- Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues.
- Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters.
- Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer.
- Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()