160,159 Commits over 4,566 Days - 1.46cph!

10 Days Ago
Only send waterwheel network updates when its actually changed (at low speed) Saves ~76 B per skipped update per nearby player
10 Days Ago
Merge from main
10 Days Ago
Clear potential stale gamepad inventory cursors in edit mode
10 Days Ago
Tooltip bind lookup fix
10 Days Ago
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
10 Days Ago
Adding dweller mace viewmodel rig
10 Days Ago
Merge from main
10 Days Ago
merge from main
10 Days Ago
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
10 Days Ago
Merge from main
10 Days Ago
Fix motion vector pass being culled when ocean is present
10 Days Ago
Merge from main (actually latest this time)
10 Days Ago
Updating tattoo rig with updated mesh
10 Days Ago
Merge from main, and fix MapInterface marker conflict
10 Days Ago
Merge from render_pipeline_testing
10 Days Ago
Merge from render_pipeline_testing
10 Days Ago
Merge from fp_sw_glyph_fixes
10 Days Ago
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
10 Days Ago
Forward jump down animations for cow and sheep
10 Days Ago
Updating flail viewmodel rig
10 Days Ago
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
10 Days Ago
Handmade SMG damage Increased 20 > 21
10 Days Ago
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10 Days Ago
Merge from car_spawning_prefill
10 Days Ago
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
10 Days Ago
Manifest update
10 Days Ago
Merge from main
10 Days Ago
Merge from prototype_draggable_markers Can now drag map markers on the map screen with MMB
10 Days Ago
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10 Days Ago
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10 Days Ago
Merge from terrain_watermap_test
10 Days Ago
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
10 Days Ago
Merge from livestock_digestion_boost
10 Days Ago
Cleanup
10 Days Ago
Merge fixes Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage) Animals eat a booster item from the trough over any other item
11 Days Ago
Merge from main (sketchy merge, need to revert any behaviour changes)
11 Days Ago
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
11 Days Ago
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable Saves 0.1ms when firing the AK
11 Days Ago
Merge from hardcore_changes_nov_26
11 Days Ago
Reduced the amount of pooled pilot codelock 200 -> 25 Keylock 1 -> 50
11 Days Ago
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
11 Days Ago
Reduced the amount of pooled ballista projectiles 100 -> 3
11 Days Ago
Modified hardcore upkeep values Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite Vanilla: 0.1/0.15/0.2/0.33 Old Hardcore: 0.2/0.3/0.4/0.66 New hardcore: 0.1/0.15/0.25/0.4 New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
11 Days Ago
merge from main
11 Days Ago
Merge from main
11 Days Ago
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
11 Days Ago
Merge from warm_prefabs_measure
11 Days Ago
Merge from tree_hit_forgiveness
11 Days Ago
Prewarm 10 copies of each sound templates, they were all set to 1 small-sound gets 50 Trying to get to a point where I can empty an AK magazine without instantiating any prefab
11 Days Ago
Added a level of hit forgiveness if the player is attacking a thin tree and misses Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk) If the player misses, we do an additional sweep of 0.12m to try and hit the tree