159,284 Commits over 4,566 Days - 1.45cph!

1 Hour Ago
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)
2 Hours Ago
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame
3 Hours Ago
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3 Hours Ago
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4 Hours Ago
Terrain diffuse base pyramid disable
4 Hours Ago
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4 Hours Ago
Merge from main
4 Hours Ago
Merge from Animal_Jumping
4 Hours Ago
Fixed picking up mushrooms not showing the total owned in the pickup notice
4 Hours Ago
merge from optimize_upkeep_multiplier -> main
4 Hours Ago
Cherrypicked 168066 "Can't use the frankenstein table if building blocked"
4 Hours Ago
Can't use the frankenstein table if building blocked
4 Hours Ago
merge from frankensteintable_priv
5 Hours Ago
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
5 Hours Ago
merge from aipoint_strip
5 Hours Ago
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5 Hours Ago
merge from cliffs_heightcollider_fix
5 Hours Ago
Fixed some traincar variants not playing any SFX when destroyed/gibbed
5 Hours Ago
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
5 Hours Ago
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
6 Hours Ago
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
6 Hours Ago
Refactor + cleanup
6 Hours Ago
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Today
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Today
Remove leftover log in RotaryGunCylinderViewmodelComponent
Today
merge from pool_review
Today
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
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Today
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.
Today
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
Today
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
Today
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
Today
Fixed the codelock on frankenstein table appearing underneath the table on the floor
Today
Tests
Today
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Today
Update demos to read the new batched packet format
Today
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
Today
merge from deepsea_unloading
Today
Merge from hemp_colour_swap
Today
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
Today
Cleanup, fixes
Today
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
Merge from main
Today
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
Today
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Today
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
Brigthened the room lighting slightly
Today
Fixed deep sea spamming tree spawned RPCs to all players when opening
Today
Try downgrading actions/checkout to v5 * goddamn github man
Today
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon