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157,316 Commits over 4,566 Days - 1.44cph!

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
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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
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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