159,312 Commits over 4,566 Days - 1.45cph!

2 Days Ago
Cleanup
2 Days Ago
merge from main
2 Days Ago
Skip the gamepad vehicle action set lookup when no Steam Input controller is active
2 Days Ago
Only send waterwheel network updates when its actually changed (at low speed) Saves ~76 B per skipped update per nearby player
2 Days Ago
Merge from main
2 Days Ago
Clear potential stale gamepad inventory cursors in edit mode
2 Days Ago
Tooltip bind lookup fix
2 Days Ago
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
2 Days Ago
Adding dweller mace viewmodel rig
2 Days Ago
Merge from main
2 Days Ago
merge from main
2 Days Ago
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
2 Days Ago
Merge from main
2 Days Ago
Fix motion vector pass being culled when ocean is present
2 Days Ago
Merge from main (actually latest this time)
2 Days Ago
Updating tattoo rig with updated mesh
2 Days Ago
Merge from main, and fix MapInterface marker conflict
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Merge from fp_sw_glyph_fixes
2 Days Ago
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
2 Days Ago
Forward jump down animations for cow and sheep
2 Days Ago
Updating flail viewmodel rig
2 Days Ago
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
2 Days Ago
Handmade SMG damage Increased 20 > 21
2 Days Ago
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2 Days Ago
Merge from car_spawning_prefill
2 Days Ago
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
2 Days Ago
Manifest update
2 Days Ago
Merge from main
2 Days Ago
Merge from prototype_draggable_markers Can now drag map markers on the map screen with MMB
2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from terrain_watermap_test
2 Days Ago
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
2 Days Ago
Merge from livestock_digestion_boost
2 Days Ago
Cleanup
2 Days Ago
Merge fixes Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage) Animals eat a booster item from the trough over any other item
2 Days Ago
Merge from main (sketchy merge, need to revert any behaviour changes)
2 Days Ago
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
2 Days Ago
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable Saves 0.1ms when firing the AK
2 Days Ago
Merge from hardcore_changes_nov_26
2 Days Ago
Reduced the amount of pooled pilot codelock 200 -> 25 Keylock 1 -> 50
2 Days Ago
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
2 Days Ago
Reduced the amount of pooled ballista projectiles 100 -> 3
2 Days Ago
Modified hardcore upkeep values Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite Vanilla: 0.1/0.15/0.2/0.33 Old Hardcore: 0.2/0.3/0.4/0.66 New hardcore: 0.1/0.15/0.25/0.4 New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
2 Days Ago
merge from main
2 Days Ago
Merge from main
2 Days Ago
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
2 Days Ago
Merge from warm_prefabs_measure