158,891 Commits over 4,566 Days - 1.45cph!

13 Minutes Ago
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13 Minutes Ago
merge from optimize_duplicate_player_check -> main
13 Minutes Ago
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14 Minutes Ago
Dont send travelling vendor map marker updates 20 frames a second Saves 160 bytes per network tick when the vendor is out
16 Minutes Ago
merge from optimize_enforce_limits -> main
17 Minutes 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
18 Minutes Ago
Remove old mortar prototype code Means we can remove an mortarCooldown float with every BasePlayer update Saves 6 bytes per player update
22 Minutes Ago
merge from fix_steam_setkey_crash -> main
32 Minutes 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
43 Minutes Ago
Compile fix, missed a file..
51 Minutes 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
52 Minutes 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)
52 Minutes Ago
merge from cubemap_ui_optims2
54 Minutes 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
54 Minutes Ago
Merge from deathscreen_editor_fix
1 Hour 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
1 Hour Ago
mesh and model tweaks
1 Hour Ago
Restore update order just to be safe
1 Hour Ago
merge from soundocclusion_optims
1 Hour Ago
merge from scarecrow_errors_fix
1 Hour Ago
Fix error spam from scarecrows Fix bug that made scarecrows, gingerbread npcs, and junkpile scientists float slightly above the ground
1 Hour Ago
Revert ProjectSettings.asset changes
2 Hours Ago
material updates post shader changes crowflock prefab uses single emitter now
2 Hours Ago
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
2 Hours Ago
Fixed sounds started by destroyed monument client entities when loading not being cleared correctly
3 Hours Ago
Cache an invoke
3 Hours Ago
Material fixes Added test flock prefab
3 Hours Ago
Fix gesture duration Add more sound events for sheep foot stomp and cow head shake Improve facing the player
3 Hours Ago
Crow model/materials
3 Hours Ago
Merge from main
3 Hours Ago
Merge from main
3 Hours Ago
Fix main menu not rendering sometimes
3 Hours Ago
Another order fix/improvement
3 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
3 Hours Ago
Gamepad building hints order optim fix
4 Hours Ago
Scratch animation re-export at origin
4 Hours Ago
Pie menu optim
4 Hours Ago
pt_boat_target_fixes -> main
4 Hours Ago
merge from pipe_mesh_optim
4 Hours Ago
compile fix
4 Hours Ago
Fix bug causing PT boats to sometimes easily give up on targets up to 12 units above sea level. It should've been only 12 units below sea level
4 Hours Ago
Hidden players rank behind every visible one, but can still be picked if nobody is visible
5 Hours Ago
merge from pipe_mesh_optim
5 Hours Ago
anim setup updates
5 Hours Ago
Reapply stomped code changes Hook up petting react animations for cows and sheep Add moo and baa sound events Setup scratch gesture 1st / 3rd person (viewmodel doesnt work yet as it has an offset baked in)
5 Hours Ago
merge from main
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
moved pipe mesh generation to use the MeshData native interfaces, including port of tangent calculation - virtually 0 main-thread cost now, almost all of the work is done on job threads
6 Hours Ago
mag_drop_fixes -> main