159,565 Commits over 4,566 Days - 1.46cph!

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