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156,917 Commits over 4,566 Days - 1.43cph!

Today
Optimize server startup time by caching the ocean patrol path on disk (158s -> 138s) - same idea as server occlusion grid being saved - can increase version number to regenerate next restart - convar `regenerate_ocean_path` will cause it to regenerate it next startup too
Today
Codegen
Remove three unused floats (skincol, skintex, skinmesh) from all player net messages that havent been used since 2016 Defaults were set to -1 so included in the proto Saves 17 bytes per player
Today
merge from main
Today
Prewarm 5 copies of each ricochet effect instead of 1, first magazine dumped after connecting created up to 2 more per prefab at ~0.5ms each
Stop networking IO wire origin data and duplicate slack levels to clients Saves ~34 B per wired slot + ~5 B per wire point on network load
Fix flame turret sending two updates per trigger change instead of one Saves 60 B~ per nearby player each time the turret turns on or off
Today
Update test list
Stop water purifier sending two unchanged network updates per boil tick 30 B/s~ per nearby player
Dont send environment rainGraceStartTicks (only used on the server) Sends every 5 seconds. 54 → 44 B per update, so saves 10 B~ every per player every 5s
Door.SetOpen no longer sends a full network update when the door is already in the requested state (door closers re-close shut doors 3 s after every open/close cycle) Saves ~76 B per nearby player per call
Today
merge from main -> cache_entity_links
Only send search light network updates when aim/flags change rather than per tick when mounted
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Today
merge from optimize_duplicate_player_check -> main
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Dont send travelling vendor map marker updates 20 frames a second Saves 160 bytes per network tick when the vendor is out
Today
merge from optimize_enforce_limits -> main
Today
Create the pools LaunchProjectileClientside uses at bootstrap instead of on the first shot, avoids a ~365KB alloc when the first projectile of the session is fired
Remove old mortar prototype code Means we can remove an mortarCooldown float with every BasePlayer update Saves 6 bytes per player update
Today
merge from fix_steam_setkey_crash -> main
Today
Reduce number of unique keys set to prolong time until limit is hit - round entities to nearest 1000 - round FPS to nearest whole number (and clamp to 512) - round RAM to nearest 100MB - round GC count to 2 significant figures (1-9,10-90,100-900,etc) - round uptime to nearest 15m interval instead of every 30s - increases time before limit is hit from 7d -> 365d+ Prevent server from crashing if too many keys are set - stop setting new keys after 50k unique values have been set (it can still assign to previous values) - prevents server from getting enough unique values to cause the crash
Today
Compile fix, missed a file..
Yesterday
Add a test to ensure that networkLookDirection is false for NPCs that dont have a look animator Better way to go than toggling in preprocess
Yesterday
Fixed 150531 not working in builds (Mega hack to bypass the PlayerUpdateCanvases call when unity renders the realtime cubemap, saving some time wasted on UI for nothing)
Yesterday
merge from cubemap_ui_optims2
Yesterday
Fix the editor freezing for like 5s when you first die This was due to us loading the prefab for pretty much every item that can kill you when you die in editor. This load happens at preprocess in builds Add PrefabInformation to some deployed thrown weapons so they still display correctly in the death screen
Yesterday
Merge from deathscreen_editor_fix
Yesterday
Dont send full network updates every tick for for animals without a look animator. bears, polar bears, boars, chickens, crabs, frogs, jellyfish, squirrels, rabbits, stags Worst offender is bear costing 94 bytes~ per update when roaming. ~550 B/s → ~27 B/s per bear per player while roaming
Yesterday
mesh and model tweaks
Yesterday
Restore update order just to be safe
Yesterday
merge from soundocclusion_optims
Yesterday
merge from scarecrow_errors_fix
Yesterday
Fix error spam from scarecrows Fix bug that made scarecrows, gingerbread npcs, and junkpile scientists float slightly above the ground
Yesterday
Revert ProjectSettings.asset changes
Yesterday
material updates post shader changes crowflock prefab uses single emitter now
Yesterday
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
Yesterday
Fixed sounds started by destroyed monument client entities when loading not being cleared correctly
Yesterday
Cache an invoke
Yesterday
Material fixes Added test flock prefab
Yesterday
Fix gesture duration Add more sound events for sheep foot stomp and cow head shake Improve facing the player
Yesterday
Crow model/materials
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Fix main menu not rendering sometimes
Yesterday
Another order fix/improvement
Yesterday
Sound occlusion optims: - stop checking every wall between a sound and the camera once one wall muffles it - looping sounds occlusion rays are batched - virtualised sounds (sounds muted by unity) check occlusion every 1s instead of 0.25s Standing outside an average base with 40 looping sounds in range: ~0.65ms -> ~0.05 ms per frame
Yesterday
Gamepad building hints order optim fix
Yesterday
Scratch animation re-export at origin