142,256 Commits over 4,413 Days - 1.34cph!
Clean: store buffer[pos] accesses in a variable
Just for easier code reading
Tests: ran unit tests
Clean(editor): get rid of Pool.UseSafetyChecks flag
- lock-free Pool can't ensure associated hashset consistency, so we can't use that anymore
- checking for null on Take call doesn't seem to make sense since awhile back
Tests: ran tests. StressTestMT doens't sporadically fail anymore
Optim: couple micro optims
- rewrite a couple branches into branchless logic
- inlined IsTurnTicketSameIgnoreProgress
- got rid of module via use of MADD
- added extra comments for explaining what's going on
AllocDeallocST: 2.82 -> 2.77ms for 10k allocs. Tiny, but every bit helps
Tests: ran unit and perf tests
Move command to new .cs file
Whoops added the "Create Centered Parent" into the ugui package instead of our other MenuItem scripts
Update large apartment with new positions
Fix the large apartment prefabs centering
exported edited 3p run anims for holdtypes starting with an E to H
Use Application.installPath instead of Path.GetFullPath when downloading map files
Use full path when loading workshop bundles
Add "Create Centered Parent" GameObject menu item to fix off-center apartment children renders
- built-in unity button was creating every empty parent at 0,0,0 of the parent apartment and using local position
Added a gaussian blur to the EVSM shadows as part of the shadow caching process to improve the filtering
Update: replace member variables with cacheline sized counterparts
Didn't see any notable change in perf tests, but wouldn't hurt
Tests: ran tests
Better error log when ItemName is set wrong in ApprovedSkinInfo
Update(tests): add a couple tests
- Perf: AllocDeallocMPSCAtomicCounter
- Unit: TestAllocWhenEmpty, TestFreeWhenFull
Tests: ran tests
Update bounds on apartment entities
Fix `CalculateBounds()` encapsulating Vector3.zero for entities with non-centered children
- only apply to the editor inspect menu "RecalculateBounds" button
- don't apply to automatic recalculating of bounds
Work on ceiling of penthouse, and bathroom. Enabled AO on medium apartment ceiling material.
Ball collision detection (against other bodies that arent walls)
Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
Undo centering of children of large apartment cupboards since it breaks placement inside the large apartment
Fix camera jitter on mortar from eye pos always being 1 frame behind the mortar rotation, re-add lerping that ballista/cannons had.
Bump up renderer bounds on mortar model again
tertiary prefab variants for all remaining charms
set lr300 and blowpipe to pushedout charm
Updating industrial torch viewmodel fbx
Switch out the entities in the large apartment
Bump up mortar extents to prevent it from disappearing at some angles while looking around
Manifest for new entities
Create entity versions of the storage inside large apartments
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
- Add entity name and create/update distinction to Entities inbound profiling
- Add packet profiling to GlobalNetworkHandler
- Improve network profiler coverage for entity packets
Reapply
150883 "Add version printout to the server log file, was only on client before"
It was nuked to oblivion in the great nav spam incident 2026
Fix mortar mount vs pickup annoying interaction
Don't require looking at the usable primary collider to show the mount menu for mortars, it only makes sense for ballistas/cannons
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Merge from main/bowless_crossbow
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code support for tertiary charm prefab setup
Add the apartment furnace to the large apartment
Turn the wood stove in the large apartment into a furnace
Optimized the way the timer works for limiting the shadow caching framerate
merge from misc_vendingui_fixes
merge from mortar_prototype