159,482 Commits over 4,566 Days - 1.46cph!

Yesterday
Updated Nailgun World Model, View Model and LODS to fix UV issues Reimported Nailgun Textures
Yesterday
biofuel_generator_poolingfix_2 -> main
Yesterday
Dont cut off the stir sound
Yesterday
merge from teleportlos_fix
Yesterday
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
Yesterday
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
Yesterday
Fix more pooling errors with biofuel generator
Yesterday
setup plague hazmat skin targets
Yesterday
Add SRP Batcher compatibility for BlendLayer, PackedMaskBlend and SnowArea variants
Yesterday
Make Specular and Cloth shaders BRG compatible. (And Wind too, technically, but the motion vector pass ruins it)
Yesterday
exported attach anims for grenade, fire crackers, beancan and flare, also exported attach grenade 3p test anim
Yesterday
Merge from sprint_metabolism
Yesterday
merge from build_error_cleanup
Yesterday
Reduced increased hunger/fluid cost while sprinting to +25%
Yesterday
fixed old mesh on scrap_king-wall_third
Yesterday
merge from main
Yesterday
Add throw effect to firecracker throw and drop anims, remove the screen shake effect
Yesterday
Fix opening a vehicle prefab in edit mode causing errors after recent change to disable pool.debug by default in editor
Yesterday
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Yesterday
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Yesterday
Fix all instances of TriggerMovementSound having a collider on the wrong layer or trigger disabled S2P floating cities, islands, jungle ruins and zigg (no scene changes, feel free to stomp)
Yesterday
salvaged cleaver re-sisze - 3p (worldmodel) re-sized up to match pervious verison before the refresh - scaling removed from .worldmodel (was used to quickly fix being too small) - 3p anims updated with larger grip - pivot changed to base of model (to match previous position + the same 3p anim set if used for multiple weapons using this same pivot convention) - removed hacky offset in .entity to deal with above pivot issue
Yesterday
Fixed every graphic serializing an empty cull state event nothing listens to. Now created when getting a listener Drops ~40MB of managed memory for 141k graphics
Yesterday
Merge from mixingcooking_ui
Yesterday
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
Yesterday
Mixing table UI now only reorders recipe list when availability changes, fixes 4 UI layout changes a second. Remove previous LINQ usage, saves some allocs.
Yesterday
Dont allow player to use pt boat whilst restrained
Yesterday
Fixed downloaded workshop skin icons keeping a readable CPU copy, similar to 167894 Was around ~20MB RAM in-game for 15 icons
Yesterday
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Yesterday
Fixed every maskable graphic keeping its own corner scratch array Drops ~11MB of managed memory for 141k graphics
Yesterday
Ignore water hits on cannons, only play water splash instead of the full explosion.
Yesterday
merge from cannonball_ignore_waterhits
Yesterday
Fixed every TMP text keeping its own copy of the constant k_Power rounding table Drops 5MB of managed memory for 28k texts
Yesterday
Fixed selection history editor window repainting constantly
Yesterday
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Yesterday
Move headers inline per-section
Yesterday
Attempt 2 at fixing compute kernel lookup errors during builds
Yesterday
Perform BRG culling in a job
Yesterday
Merge from main
Yesterday
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Yesterday
Fix terrain not rendering when instancing is active
Yesterday
merge from PlagueHazmat_Improvements
Yesterday
wip procedural animation-target skin constraint
Yesterday
Add toggle buttons per source, so you can toggle mixing table entries on/off for cooking workbench, etc. Search still searches across all categories, hidden or not. Pooling fixes. Layout tweaks.
Yesterday
merge from main
Yesterday
Merge from vcc
Yesterday
Store entity ID for position ticks in a 1000 sized cache - reduces entity ID from 8 -> 5 -> 2 bytes (8 now, would be ~5 with VarInt encoding, 2 bytes with index lookup) - also compresses the parent's network ID when parented - overkill just for network IDs but basically free since we also want to do lossy compression for positions - demos store the network ID lookup in the keyframes so it can skip forwards & backwards still - make batch position packets ordered now (not a big deal since they are way smaller than old ones and max one per server frame)
Yesterday
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame