159,415 Commits over 4,566 Days - 1.45cph!

Add throw effect to firecracker throw and drop anims, remove the screen shake effect
Today
Fix opening a vehicle prefab in edit mode causing errors after recent change to disable pool.debug by default in editor
Today
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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)
Today
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
Today
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
Today
Merge from mixingcooking_ui
Today
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
Today
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.
Dont allow player to use pt boat whilst restrained
Today
Fixed downloaded workshop skin icons keeping a readable CPU copy, similar to 167894 Was around ~20MB RAM in-game for 15 icons
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Fixed every maskable graphic keeping its own corner scratch array Drops ~11MB of managed memory for 141k graphics
Today
Ignore water hits on cannons, only play water splash instead of the full explosion.
Today
merge from cannonball_ignore_waterhits
Today
Fixed every TMP text keeping its own copy of the constant k_Power rounding table Drops 5MB of managed memory for 28k texts
Today
Fixed selection history editor window repainting constantly
Today
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Move headers inline per-section
Today
Attempt 2 at fixing compute kernel lookup errors during builds
Today
Perform BRG culling in a job
Today
Merge from main
Today
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Fix terrain not rendering when instancing is active
Today
merge from PlagueHazmat_Improvements
Today
wip procedural animation-target skin constraint
Today
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.
Today
merge from main
Today
Merge from vcc
Today
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)
Today
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame
Today
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Terrain diffuse base pyramid disable
Today
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Merge from main
Today
Merge from Animal_Jumping
Today
Fixed picking up mushrooms not showing the total owned in the pickup notice
Today
merge from optimize_upkeep_multiplier -> main
Today
Cherrypicked 168066 "Can't use the frankenstein table if building blocked"
Today
Can't use the frankenstein table if building blocked
Today
merge from frankensteintable_priv
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
Today
merge from aipoint_strip
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merge from cliffs_heightcollider_fix
Today
Fixed some traincar variants not playing any SFX when destroyed/gibbed
Today
simplified meshes on a lot of scrap king building components to accomodate revised textures, fixed lod0>lod1 mismatches across a bunch, fixed culling on corners