159,328 Commits over 4,566 Days - 1.45cph!

14 Minutes Ago
Dont cut off the stir sound
16 Minutes Ago
merge from teleportlos_fix
17 Minutes Ago
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
18 Minutes Ago
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
27 Minutes Ago
Fix more pooling errors with biofuel generator
33 Minutes Ago
setup plague hazmat skin targets
42 Minutes Ago
Add SRP Batcher compatibility for BlendLayer, PackedMaskBlend and SnowArea variants
55 Minutes Ago
Make Specular and Cloth shaders BRG compatible. (And Wind too, technically, but the motion vector pass ruins it)
1 Hour Ago
exported attach anims for grenade, fire crackers, beancan and flare, also exported attach grenade 3p test anim
1 Hour Ago
Merge from sprint_metabolism
1 Hour Ago
merge from build_error_cleanup
1 Hour Ago
fixed old mesh on scrap_king-wall_third
1 Hour Ago
merge from main
1 Hour Ago
Add throw effect to firecracker throw and drop anims, remove the screen shake effect
1 Hour Ago
Fix opening a vehicle prefab in edit mode causing errors after recent change to disable pool.debug by default in editor
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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)
1 Hour Ago
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
1 Hour Ago
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
2 Hours Ago
Merge from mixingcooking_ui
2 Hours Ago
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
2 Hours Ago
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.
2 Hours Ago
Dont allow player to use pt boat whilst restrained
2 Hours Ago
Fixed downloaded workshop skin icons keeping a readable CPU copy, similar to 167894 Was around ~20MB RAM in-game for 15 icons
3 Hours Ago
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3 Hours Ago
Fixed every maskable graphic keeping its own corner scratch array Drops ~11MB of managed memory for 141k graphics
3 Hours Ago
Ignore water hits on cannons, only play water splash instead of the full explosion.
3 Hours Ago
merge from cannonball_ignore_waterhits
3 Hours Ago
Fixed every TMP text keeping its own copy of the constant k_Power rounding table Drops 5MB of managed memory for 28k texts
3 Hours Ago
Fixed selection history editor window repainting constantly
3 Hours Ago
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3 Hours Ago
Move headers inline per-section
3 Hours Ago
Attempt 2 at fixing compute kernel lookup errors during builds
4 Hours Ago
Perform BRG culling in a job
4 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Fix terrain not rendering when instancing is active
5 Hours Ago
merge from PlagueHazmat_Improvements
5 Hours Ago
wip procedural animation-target skin constraint
5 Hours Ago
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.
5 Hours Ago
merge from main
5 Hours Ago
Merge from vcc
Today
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)
Today
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame
Today
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Today
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Today
Terrain diffuse base pyramid disable
Today
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