159,652 Commits over 4,566 Days - 1.46cph!

5 Days Ago
Fixed the codelock on frankenstein table appearing underneath the table on the floor
5 Days Ago
Tests
5 Days Ago
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5 Days Ago
Update demos to read the new batched packet format
5 Days Ago
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
5 Days Ago
merge from deepsea_unloading
5 Days Ago
Merge from hemp_colour_swap
5 Days Ago
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
5 Days Ago
Cleanup, fixes
5 Days Ago
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
5 Days Ago
Merge from main
5 Days Ago
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
5 Days Ago
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5 Days Ago
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
5 Days Ago
Brigthened the room lighting slightly
5 Days Ago
Fixed deep sea spamming tree spawned RPCs to all players when opening
5 Days Ago
Try downgrading actions/checkout to v5 * goddamn github man
5 Days Ago
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
5 Days Ago
Deleted unsuded ghost ship population asset
5 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
5 Days Ago
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
5 Days Ago
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
5 Days Ago
Fixed various exceptions that happen during builds Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
5 Days Ago
Security room greybox
5 Days Ago
Gate navmesh save log and AI despawn log behind ai.logIssues
5 Days Ago
Update GHA actions to version 6 for Linux and Windows Add trigger_portal_cleanser to entity override whitelist Fixed a crash with render.UpdateScreenEffectTexture Remove widgets.RenderMe and properties.GetHovered serverside * widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out Minor cleanups of various methods to match wiki and vice versa Prediction errors on arrays include array index for ints and floats Fixed a couple memory leaks with multicore rendering * Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane
5 Days Ago
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
5 Days Ago
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Rin
5 Days Ago
Cherrypicking 168011, 168012
5 Days Ago
Merge from Livestock_animals, fix extremely long AI tests
5 Days Ago
Merge from main
5 Days Ago
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min I also added a local guard that stops me from blowing past the 30min budget in the future
5 Days Ago
pt_boat_rewrite -> client_controls
5 Days Ago
main -> pt_boat_turret_rewrite
5 Days Ago
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5 Days Ago
Fix frankenstein pet not moving, it had no nav agent component
5 Days Ago
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
5 Days Ago
Fix all milky and creamy teas + rich pies icons artifacting Fix new locked crate icon artifacting when zoomed out on the map
5 Days Ago
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5 Days Ago
Added a menu item in Build/ to keep the build cache so we can do incremental builds
5 Days Ago
Revert some files I didnt mean to commit
5 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
5 Days Ago
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merge fix_chainsawanim
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5 Days Ago
merge from misc_logging_cleanup 🧹
5 Days Ago
Fix yaml issues in calf, calfmale and lamb prefabs