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8,340 Commits over 1,035 Days - 0.34cph!

26 Days Ago
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
26 Days Ago
merge from deepsea_unloading
26 Days Ago
Cleanup, fixes
26 Days Ago
Fixed deep sea spamming tree spawned RPCs to all players when opening
26 Days Ago
Deleted unsuded ghost ship population asset
26 Days 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
26 Days Ago
Added a menu item in Build/ to keep the build cache so we can do incremental builds
26 Days Ago
Revert some files I didnt mean to commit
26 Days Ago
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
26 Days Ago
More missing UnityEvent attributes, fixing ballista broken down anim, quarry bucket drop effects and metal detector swing sounds
26 Days Ago
Fixed ballista and catapult sounds not playing in builds, missing unity event attribute
26 Days Ago
merge from fonts_optims
26 Days Ago
Same deal with adrip1, removed duped font and made a material S2P apartment complex
26 Days Ago
Set NotoSans to non readable
26 Days Ago
Regenerated NotoSansCJKsc-Bold SDF to extended ascii only, CJK is covered by other fonts already
26 Days Ago
Fixed duped NotoSans fonts used for apartment mailboxes and doors Apartment complex S2P
26 Days Ago
Restored TMP missing font log warning on the client
26 Days Ago
Restored TMP missing font log warning on the client
26 Days Ago
merge from skinviewer_bg_fix
26 Days Ago
Fixed skin viewer backgrounds compression
26 Days Ago
merge from skinsmemory_optims
26 Days Ago
Cherrypicked 167938 "Fixed invis or disconnected players blocking halloween candy spawning"
26 Days Ago
merge from egghunt_spawning_fix
26 Days Ago
Fixed invis or disconnected players blocking halloween candy spawning
26 Days Ago
merge from pendingnotice_fix
26 Days Ago
Fixed pending item notice error (shows up when buying something from the marketplace terminal)
26 Days Ago
Fixed bootstrap non interactable modal
26 Days Ago
merge from fonts_optims
26 Days Ago
Fixed missing font server log
26 Days Ago
Skin viewer uses mip 0 always
26 Days Ago
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)
27 Days Ago
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
27 Days Ago
merge from fonts_optims
27 Days Ago
Fixed our static font being set as readable The atlases are only in VRAM now, saves another ~42MB RAM
27 Days Ago
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
27 Days Ago
merge from buildingprivilege_cache
27 Days Ago
Fixed blocks registering with a 0 net id on the server when placed with the building plan
27 Days Ago
merge from main
27 Days Ago
merge from sendmouseevents_optim
27 Days Ago
Optimized PreUpdate.SendMouseEvents by clearing the main camera event mask, nothing uses OnMouse events Saves up to 0.08ms a frame in builds
27 Days Ago
Compile fix
27 Days Ago
merge from gunfiring_optims
27 Days Ago
Fixed holding a gun searching the whole inventory every frame for reload ammo types Holding a gun with a full inventory: 0.06ms -> ~0.01ms
27 Days Ago
merge from gunfiring_optims
27 Days Ago
Fixed issues from the far shot and shell replay changes
27 Days Ago
Stop muzzle flash light casting any shadows past 60 meters cause it's wasteful Added MaxShadowDistance to LightLOD, default 0 so existing lights aren't changed
27 Days Ago
Reviewed the 3P gun effects we spawn for distant shots: - Muzzle particles don't emit past 60m anymore, you only get the muzzle light and the sound - Shells aren't spawned past 15m Unchanged when using scopes and binoculars, the distances are stretched based on zoom scale
27 Days Ago
merge from main
27 Days Ago
Set all the gun firing effects warmed up amount accordingly Estimated +21MB vs main, still around -29MB overall after removing the 3900 useless thrown projectiles
27 Days Ago
Gun attack effects can now be recycled before their tail sound finishes, means we only have to warm up half the amount we'd need to