8,082 Commits over 1,004 Days - 0.34cph!
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merge from weapon_refresh_nailgun
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
Fixed nailgun world model outlline
merge from skinviewer_nailgun
Added nailgun to the skin viewer
Set a bunch of textures to non readable
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merge from boateditmode_priv_fix
Fixed client showing boat privilege for edit mode boats you have no auth on
merge from deepsea_unloading
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded)
Traveling back and forth was still unloading it
merge from ui_misc_optims
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Fixed some store pages referencing assets from other packs, copy pasted leftovers
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
Fixed the server map image staying in VRAM after the connect modal
Now freed about a minute after the modal closes
Disable the graphic raycaster of a disabled ui window
Saves some overhead when navigating in the menu
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
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
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
Fixed downloaded workshop skin icons keeping a readable CPU copy, similar to
167894
Was around ~20MB RAM in-game for 15 icons
Fixed every maskable graphic keeping its own corner scratch array
Drops ~11MB of managed memory for 141k graphics
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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Fixed picking up mushrooms not showing the total owned in the pickup notice
Cherrypicked
168066 "Can't use the frankenstein table if building blocked"
Can't use the frankenstein table if building blocked
merge from frankensteintable_priv
merge from cliffs_heightcollider_fix
Strip AI cover and move points from the client, they're only used by the server
Had 13k of them
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map
I had ~6500 of these enabled on a proc gen map
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Ballista and static ballista 8 -> 2
Battering ram and catapult seats 8 ->
All arrows 100 -> 25
Paintball projectile 100 -> 5
Speargun spear 100 -> 5
Shotgun slug 100 -> 10
Pool review:
Admin cars 2 -> 0
Snowball 100 -> 5
Snowball gun projectile 100 -> 5
Boat building blocks 100 -> 15
merge from deepsea_unloading
Fixed deep sea spamming tree spawned RPCs to all players when opening
Deleted unsuded ghost ship population asset
Cover the case where a modded server spawns deep sea entities outside of the deep sea
Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
Added a menu item in Build/ to keep the build cache so we can do incremental builds
Revert some files I didnt mean to commit