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6,829 Commits over 1,096 Days - 0.26cph!

54 Minutes Ago
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player. Uses cell coordinates Doesnt affect players. Needs more work to stop affecting gameplay with animals etc. Initial experiments show a 75% decrease in entity position network traffic at high distances 50% reduction in entity position updates at medium distances
1 Hour Ago
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
full_parented_mounting -> main
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Profiling
Fix bugs with group change polling
Delete old tests
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
Compile fix
Yesterday
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
Yesterday
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles This should reduce network overhead when driving any vehicle/sitting in a seat
Yesterday
pt_boat_turret_rewrite -> main
4 Days Ago
menu_alloc_fix -> main
4 Days Ago
Stop UI_Hero_Twitch drops allocating 60B/s whilst the menu is open
4 Days Ago
development_server_fix -> main
4 Days Ago
Cleanup cache query return
5 Days Ago
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
5 Days Ago
Budget group-change entity snapshots to fix client stutters when loading grids with large bases. The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
5 Days Ago
biofuel_generator_anim_fixes -> main
5 Days Ago
network_optims -> main
5 Days Ago
Fix merge conflicts
5 Days Ago
client_controls -> pt_boat_rewrite (broken)
5 Days Ago
turret_viewmodels -> pt_boat_turret_rewrite
5 Days Ago
biofuel_generator_poolingfix_2 -> main
5 Days Ago
Dont cut off the stir sound
5 Days Ago
Fix more pooling errors with biofuel generator
5 Days Ago
Dont allow player to use pt boat whilst restrained
5 Days Ago
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6 Days Ago
pt_boat_rewrite -> client_controls
6 Days Ago
main -> pt_boat_turret_rewrite
6 Days Ago
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6 Days Ago
Remove FOV animations on reload
6 Days Ago
turret_viewmodel -> pt_boat_turret_rewrite
6 Days Ago
- Fix aim inconsistencies - Fix viewmodel not playing the right anims
7 Days Ago
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7 Days Ago
Fix some weird/stuck crosshairs on the rear turret
7 Days Ago
pt_boat_rewrite -> turret_viewmodels
7 Days Ago
main -> pt_boat_turret_rewrite
7 Days Ago
Only send turret targets rather than every single turret movement We are effectively predicting the turret movement on the client with the server reconcilling it 1.83 -> 0.20 aim messages/s per idle turret ~46 -> ~7 B/s per turret per player On a 122 player server: roughly ~105 KB/s less outbound (~9GB a day). 6% reduction of all outbound game data
7 Days Ago
Wallpaper health was included with every building block, even those without wallpaper Saves 10 B per building block
7 Days Ago
Pack the tree billboard lists sent to joining players Each cell now sends its prefabs once, ids as deltas from the previous tree and positions as raw halves instead of a nested message per tree ~30 -> ~16 bytes per tree, roughly 1.8 MB -> 0.9 MB per player join on a full map
7 Days Ago
Send animal look direction in an RPC rather than with SendNetworkUpdate Animals with look animators were running network updates crazy often rather than just sending the look over This was especially bad with cows, wolfs, sheep and bulls Worst offender is cow at ~144 bytes per look update (network update). ~350 B/s per cow per player -> ~60 B/s