139,845 Commits over 4,352 Days - 1.34cph!
set most weapons to 0.75 charm scale
some polish on the base of the building and other bits
Show workbench loot panel slots.
Added base ItemModWorkbenchUpgrade, allow it to be placed in workbench.
Base "apply to crafted item" functionality.
Added test item.
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
merge from waterwheel_deployable
Fix wheel spinning only one way, fix groundwatch, improve caching of mountable reference, fix mountable menu override
Optim: Jobs 3 - rewrite EAC and analytics tasks into UniTasks to remove allocs
Discovered server profiler is megaborked, no idea what caused it. Will investigate after rewrite is done
Tests: craggy in editor with jobs 3
loading_screen_fixes -> main
- Fix loading screen constantly disabling itself
- Removed old loading screen
edited m16a2 viewmodel ads anim speed on anim controller and latest anims exported
Fixed wire tool invalidating connection when clearing a wire while having a pending wire (regression from last month)
Added Foldable Table Prop Textures, Models, Collider, LODS
Setup Foldable Table Prop Prefab, Folders, Materials, LODS, Colliders
Updated WebSocketSharp to not mutate packet data
Optim: Jobs 3 - OcclusionSendUpdates now uses UniTasks
- added UseUniTasks feature flag controlled by UsePlayerUpdateJobs 3
Positive experiemnt, can get rid of the hand-rolled state machine and use async-await.
Tests: profiled 2 players in editor beign destroyed by server occlusion - no allocs for task
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updated faberge egg anims & controller
merge from deployvolumes_fixes
Fixed hunting trophies deploy volume issues
- Dont allow disabling images
- Rename methods and minor cleanup
Adjusted the divesite_e crate spawn positions so they're no longer floating
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- Simplify loading screen images (let http image handle it)
- Setup one set of images on launch and let it be reused throughout
- Make use of Image Cache so we can get cache reads on each successive game launch
- Ensure loading screen images are DXT high quality compressed
Window atlas mockup texture
Tweaked tuna light and torch holder deploy volumes, include missing layers
merge from easter2026_dlc
merge from hatch_collider_fixes
Should be water tight now
Add DXT compression support to HttpImage
Removed Menu2 menu items, obsolete
Allow supply signal and fire crackers as well
Update: server enables SetPoolRunnersActive to reduce allocs of SwitchToThreadPoolAwaitable during tier0 init
Tests: loaded on craggy (with and without jobs 3), teleported around
added variations to the sound defenitions
Mortar anim update - sweep and aim block out
Optim: UpdateSubscriptions - replace Tasks with UniTasks
They're slightly slower on a stress test, but they allocate an order less (and sometimes don't allocate) - 0.5MB vs 8KB over 10 run
Tests: unit tests
Updating abyss hazmat skinning
Added visuals for grenade, molotov, smoke grenade, bean can, flashbang, bee grenade
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merge from hatch_collider_fixes
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Tin can alarm now has a slot for thrown weapons (grenade, molotov..)
Triggering it throws the loaded explosive