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8,048 Commits over 1,004 Days - 0.33cph!

24 Minutes Ago
merge from aipoint_strip
27 Minutes Ago
merge from cliffs_heightcollider_fix
1 Hour Ago
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
1 Hour Ago
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
1 Hour Ago
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1 Hour Ago
merge from pool_review
1 Hour Ago
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
2 Hours Ago
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
2 Hours Ago
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
3 Hours Ago
merge from deepsea_unloading
3 Hours Ago
Cleanup, fixes
5 Hours Ago
Fixed deep sea spamming tree spawned RPCs to all players when opening
5 Hours Ago
Deleted unsuded ghost ship population asset
5 Hours Ago
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
Today
Added a menu item in Build/ to keep the build cache so we can do incremental builds
Today
Revert some files I didnt mean to commit
Today
Deep sea content is now loaded on demand when entering it - it has its own asset scene loaded/unloaded when crossing the portal - entities wait for their asset scene before spawning Saves around 260MB of RAM and 270MB of VRAM when out of the deep sea
Today
More missing UnityEvent attributes, fixing ballista broken down anim, quarry bucket drop effects and metal detector swing sounds
Today
Fixed ballista and catapult sounds not playing in builds, missing unity event attribute
Today
merge from fonts_optims
Today
Same deal with adrip1, removed duped font and made a material S2P apartment complex
Today
Set NotoSans to non readable
Today
Regenerated NotoSansCJKsc-Bold SDF to extended ascii only, CJK is covered by other fonts already
Today
Fixed duped NotoSans fonts used for apartment mailboxes and doors Apartment complex S2P
Today
Restored TMP missing font log warning on the client
Today
Restored TMP missing font log warning on the client
Today
merge from skinviewer_bg_fix
Today
Fixed skin viewer backgrounds compression
Today
merge from skinsmemory_optims
Today
Cherrypicked 167938 "Fixed invis or disconnected players blocking halloween candy spawning"
Today
merge from egghunt_spawning_fix
Today
Fixed invis or disconnected players blocking halloween candy spawning
Today
merge from pendingnotice_fix
Today
Fixed pending item notice error (shows up when buying something from the marketplace terminal)
Today
Fixed bootstrap non interactable modal
Today
merge from fonts_optims
Today
Fixed missing font server log
Today
Skin viewer uses mip 0 always
Today
Attempt at making downloaded skins streamable like bundled skins Instead of uploading every mip to VRAM, we save the compressed mips RustNative builds to disk and let Unity stream them Needs our custom Unity because we can't make textures created by script streamable 13 skins downloaded, went from 210MB to 4.7MB VRAM (one skin in front of me at mip 0, same spot)
Yesterday
Workshop skin textures no longer keep a copy in RAM Downloaded skin textures were left readable, nothing used that copy 98MB -> 0MB RAM with 22 skins loaded ingame
Yesterday
merge from fonts_optims
Yesterday
Fixed our static font being set as readable The atlases are only in VRAM now, saves another ~42MB RAM
Yesterday
Fixed fonts duped in memory: - the interaction toast in bootstrap was using the non bootstrap version - TMP Settings was referencing Roboto which was pulling the entire chain Saves around ~60MB VRAM and ~30MB RAM
Yesterday
merge from buildingprivilege_cache
Yesterday
Fixed blocks registering with a 0 net id on the server when placed with the building plan
Yesterday
merge from main
Yesterday
merge from sendmouseevents_optim
Yesterday
Optimized PreUpdate.SendMouseEvents by clearing the main camera event mask, nothing uses OnMouse events Saves up to 0.08ms a frame in builds
Yesterday
Compile fix
Yesterday
merge from gunfiring_optims