137,558 Commits over 4,352 Days - 1.32cph!
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to
Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
Adding easter bunny costume cloth asset
Add support for different cell sizes for network group layers
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Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState
Tests: none, trivial change
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Fix ScientistSuitNVGM mask + NRE
Merge: from updatesubs_optim
- Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled)
- New: unit & perf tests for net group updating
Tests: unit tests
Update: disable parallel sub updates in Jobs 3 mode
- ripped out test code for network grid preallocing
Going to enable it once dependent work is done.
Tests: unit tests fail (as expected)
Merge from worldpositiongenerator_optimise_2
More optimisations for WorldPositionGenerator
- Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample
- Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
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trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
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3p car passenger idle anim exported
Fixed flickering hair cards in hide skirt
Limit watch tower placement to every ~20m
Adding burst cloth setup for easter bunny suit
Rustige Egg H - Updated model, reducing number of meshes to 3
updated secret labs chair 3p idle anim
set crypt building skin to correct use stone
some progress on the damaged wing
Disable fallback rendering by default
corpse prefab pickup correct item prefabs references
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
Optim: schedule tasks for batches of networkables, instead of individual ones
Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server)
Tests: unit tests
Update: skip calling UpdateSubscriptions with 0 networkables
Tests: none, trivial change
merge from creative_freebuild_fix
apartment door fixes.
mip streaming on textures, set srgb to greyscale
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete
Tests: unit tests
Optim: allow main thread to steal one of tasks update subscription tasks
Makes single-player path alloc free.
Tests: unit tests
Merge from item_mod_radial_menu
merge from /indirect_instancing
manifest
apartment doors and other prefabs in static folder updated
exported 3p locomotive idle anim and edited right hand grip ik position on locomotive entity
Optim: use persistent added/removed lists instead of pooled ones
Tests: ran unit tests
fixed some pivot issue on door.apartment.b that had it offset compared to others
Bunch of refactoring, shared menu option add function, rework helper functions.
Add toggle on/off translation phrases.
Merge: from sv_occlgroups_fix_reinit
- Bugfix for ServerOcclusionGroups NRE for players with custom init flow
- Unit tests
Tests: ran unit tests
exported 3p workcart idle anim and updated left hand hold ik position in workcart entity
Move to a partial.
Add FromOwner checks
WIP Highlight the path the multi-unlock is going to take as a preview
https://files.facepunch.com/cipeaX/2026/March/11_11-44-FormalKestrel.mp4