158,906 Commits over 4,566 Days - 1.45cph!

19 Minutes Ago
Codegen
20 Minutes Ago
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
20 Minutes Ago
Codegen
20 Minutes Ago
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
26 Minutes Ago
merge from main
28 Minutes Ago
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
33 Minutes Ago
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
38 Minutes Ago
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
39 Minutes Ago
Update test list
41 Minutes Ago
Stop water purifier sending two unchanged network updates per boil tick 30 B/s~ per nearby player
50 Minutes Ago
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
52 Minutes Ago
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
54 Minutes Ago
merge from main -> cache_entity_links
59 Minutes Ago
Only send search light network updates when aim/flags change rather than per tick when mounted
59 Minutes Ago
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1 Hour Ago
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1 Hour Ago
merge from optimize_duplicate_player_check -> main
1 Hour Ago
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1 Hour Ago
Dont send travelling vendor map marker updates 20 frames a second Saves 160 bytes per network tick when the vendor is out
1 Hour Ago
merge from optimize_enforce_limits -> main
1 Hour Ago
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
1 Hour Ago
Remove old mortar prototype code Means we can remove an mortarCooldown float with every BasePlayer update Saves 6 bytes per player update
1 Hour Ago
merge from fix_steam_setkey_crash -> main
1 Hour Ago
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
1 Hour Ago
Compile fix, missed a file..
1 Hour Ago
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
1 Hour Ago
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)
1 Hour Ago
merge from cubemap_ui_optims2
1 Hour Ago
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
1 Hour Ago
Merge from deathscreen_editor_fix
2 Hours Ago
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
2 Hours Ago
mesh and model tweaks
2 Hours Ago
Restore update order just to be safe
3 Hours Ago
merge from soundocclusion_optims
3 Hours Ago
merge from scarecrow_errors_fix
3 Hours Ago
Fix error spam from scarecrows Fix bug that made scarecrows, gingerbread npcs, and junkpile scientists float slightly above the ground
3 Hours Ago
Revert ProjectSettings.asset changes
3 Hours Ago
material updates post shader changes crowflock prefab uses single emitter now
3 Hours Ago
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
3 Hours Ago
Fixed sounds started by destroyed monument client entities when loading not being cleared correctly
3 Hours Ago
Cache an invoke
4 Hours Ago
Material fixes Added test flock prefab
4 Hours Ago
Fix gesture duration Add more sound events for sheep foot stomp and cow head shake Improve facing the player
4 Hours Ago
Crow model/materials
4 Hours Ago
Merge from main
4 Hours Ago
Merge from main
4 Hours Ago
Fix main menu not rendering sometimes
4 Hours Ago
Another order fix/improvement
4 Hours Ago
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
4 Hours Ago
Gamepad building hints order optim fix