reporust_rebootcancel

157,289 Commits over 4,566 Days - 1.44cph!

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
Yesterday
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Yesterday
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Yesterday
Terrain diffuse base pyramid disable
Yesterday
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Yesterday
Merge from main
Yesterday
Merge from Animal_Jumping
Yesterday
Fixed picking up mushrooms not showing the total owned in the pickup notice
Yesterday
merge from optimize_upkeep_multiplier -> main
Yesterday
Cherrypicked 168066 "Can't use the frankenstein table if building blocked"
Yesterday
Can't use the frankenstein table if building blocked
Yesterday
merge from frankensteintable_priv
Yesterday
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
Yesterday
merge from aipoint_strip
Yesterday
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Yesterday
merge from cliffs_heightcollider_fix
Yesterday
Fixed some traincar variants not playing any SFX when destroyed/gibbed
Yesterday
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
Yesterday
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
Yesterday
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map I had ~6500 of these enabled on a proc gen map
Yesterday
Refactor + cleanup
Yesterday
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Yesterday
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Yesterday
Remove leftover log in RotaryGunCylinderViewmodelComponent
Yesterday
merge from pool_review
Yesterday
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
Yesterday
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Yesterday
Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
Yesterday
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
Yesterday
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
Yesterday
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
Yesterday
Fixed the codelock on frankenstein table appearing underneath the table on the floor
Yesterday
Tests
Yesterday
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Yesterday
Update demos to read the new batched packet format
Yesterday
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
Yesterday
merge from deepsea_unloading
Yesterday
Merge from hemp_colour_swap
Yesterday
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
Yesterday
Cleanup, fixes
Yesterday
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
Yesterday
Merge from main
Yesterday
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
Yesterday
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Yesterday
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
Yesterday
Brigthened the room lighting slightly
Yesterday
Fixed deep sea spamming tree spawned RPCs to all players when opening
Yesterday
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
Yesterday
Deleted unsuded ghost ship population asset