159,328 Commits over 4,566 Days - 1.45cph!
Dont cut off the stir sound
merge from teleportlos_fix
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
Fix more pooling errors with biofuel generator
setup plague hazmat skin targets
Add SRP Batcher compatibility for BlendLayer, PackedMaskBlend and SnowArea variants
Make Specular and Cloth shaders BRG compatible. (And Wind too, technically, but the motion vector pass ruins it)
exported attach anims for grenade, fire crackers, beancan and flare, also exported attach grenade 3p test anim
Merge from sprint_metabolism
merge from build_error_cleanup
fixed old mesh on scrap_king-wall_third
Add throw effect to firecracker throw and drop anims, remove the screen shake effect
Fix opening a vehicle prefab in edit mode causing errors after recent change to disable pool.debug by default in editor
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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)
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
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
Merge from mixingcooking_ui
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
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
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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Fixed every maskable graphic keeping its own corner scratch array
Drops ~11MB of managed memory for 141k graphics
Ignore water hits on cannons, only play water splash instead of the full explosion.
merge from cannonball_ignore_waterhits
Fixed every TMP text keeping its own copy of the constant k_Power rounding table
Drops 5MB of managed memory for 28k texts
Fixed selection history editor window repainting constantly
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Move headers inline per-section
Attempt 2 at fixing compute kernel lookup errors during builds
Perform BRG culling in a job
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Fix terrain not rendering when instancing is active
merge from PlagueHazmat_Improvements
wip procedural animation-target skin constraint
Add toggle buttons per source, so you can toggle mixing table entries on/off for cooking workbench, etc.
Search still searches across all categories, hidden or not.
Pooling fixes.
Layout tweaks.
Store entity ID for position ticks in a 1000 sized cache
- reduces entity ID from 8 -> 5 -> 2 bytes (8 now, would be ~5 with VarInt encoding, 2 bytes with index lookup)
- also compresses the parent's network ID when parented
- overkill just for network IDs but basically free since we also want to do lossy compression for positions
- demos store the network ID lookup in the keyframes so it can skip forwards & backwards still
- make batch position packets ordered now (not a big deal since they are way smaller than old ones and max one per server frame)
Don't poll all 100+ keys if unity tells us that no key is pressed
Saves 0.04ms/frame
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Terrain diffuse base pyramid disable
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