159,389 Commits over 4,566 Days - 1.45cph!

5 Hours Ago
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5 Hours Ago
client_controls -> pt_boat_rewrite (broken)
5 Hours Ago
Fixed the server map image staying in VRAM after the connect modal Now freed about a minute after the modal closes
5 Hours Ago
Disable the graphic raycaster of a disabled ui window Saves some overhead when navigating in the menu
5 Hours Ago
turret_viewmodels -> pt_boat_turret_rewrite
5 Hours Ago
merge from misc_logging_cleanup
5 Hours Ago
Fix another leak on domain reload
5 Hours Ago
merge from main
5 Hours Ago
Skip raycasting canvases that arent drawn, so closed menu pages stop costing EventSystem.Update every frame when the cursor is unlocked Saves 0.5ms in the inventory in editor
5 Hours Ago
Updated Nailgun World Model, View Model and LODS to fix UV issues Reimported Nailgun Textures
6 Hours Ago
biofuel_generator_poolingfix_2 -> main
6 Hours Ago
Dont cut off the stir sound
6 Hours Ago
merge from teleportlos_fix
6 Hours Ago
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
6 Hours Ago
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
6 Hours Ago
Fix more pooling errors with biofuel generator
6 Hours Ago
setup plague hazmat skin targets
Today
Add SRP Batcher compatibility for BlendLayer, PackedMaskBlend and SnowArea variants
Today
Make Specular and Cloth shaders BRG compatible. (And Wind too, technically, but the motion vector pass ruins it)
Today
exported attach anims for grenade, fire crackers, beancan and flare, also exported attach grenade 3p test anim
Today
Merge from sprint_metabolism
Today
merge from build_error_cleanup
Today
fixed old mesh on scrap_king-wall_third
Today
merge from main
Add throw effect to firecracker throw and drop anims, remove the screen shake effect
Today
Fix opening a vehicle prefab in edit mode causing errors after recent change to disable pool.debug by default in editor
Today
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Today
Fix all instances of TriggerMovementSound having a collider on the wrong layer or trigger disabled S2P floating cities, islands, jungle ruins and zigg (no scene changes, feel free to stomp)
Today
salvaged cleaver re-sisze - 3p (worldmodel) re-sized up to match pervious verison before the refresh - scaling removed from .worldmodel (was used to quickly fix being too small) - 3p anims updated with larger grip - pivot changed to base of model (to match previous position + the same 3p anim set if used for multiple weapons using this same pivot convention) - removed hacky offset in .entity to deal with above pivot issue
Today
Fixed every graphic serializing an empty cull state event nothing listens to. Now created when getting a listener Drops ~40MB of managed memory for 141k graphics
Today
Merge from mixingcooking_ui
Today
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
Today
Mixing table UI now only reorders recipe list when availability changes, fixes 4 UI layout changes a second. Remove previous LINQ usage, saves some allocs.
Dont allow player to use pt boat whilst restrained
Today
Fixed downloaded workshop skin icons keeping a readable CPU copy, similar to 167894 Was around ~20MB RAM in-game for 15 icons
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Today
Fixed every maskable graphic keeping its own corner scratch array Drops ~11MB of managed memory for 141k graphics
Today
Ignore water hits on cannons, only play water splash instead of the full explosion.
Today
merge from cannonball_ignore_waterhits
Today
Fixed every TMP text keeping its own copy of the constant k_Power rounding table Drops 5MB of managed memory for 28k texts
Today
Fixed selection history editor window repainting constantly
Today
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Move headers inline per-section
Today
Attempt 2 at fixing compute kernel lookup errors during builds
Today
Perform BRG culling in a job
Today
Merge from main
Today
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Today
Fix terrain not rendering when instancing is active