159,307 Commits over 4,566 Days - 1.45cph!

26 Minutes Ago
Merge from mixingcooking_ui
27 Minutes Ago
privilegecache.enabled convar set to non-admin so we can enable it on the client via the steam launch args
29 Minutes Ago
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.
31 Minutes Ago
Dont allow player to use pt boat whilst restrained
36 Minutes Ago
Fixed downloaded workshop skin icons keeping a readable CPU copy, similar to 167894 Was around ~20MB RAM in-game for 15 icons
39 Minutes Ago
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46 Minutes Ago
Fixed every maskable graphic keeping its own corner scratch array Drops ~11MB of managed memory for 141k graphics
47 Minutes Ago
Ignore water hits on cannons, only play water splash instead of the full explosion.
47 Minutes Ago
merge from cannonball_ignore_waterhits
50 Minutes Ago
Fixed every TMP text keeping its own copy of the constant k_Power rounding table Drops 5MB of managed memory for 28k texts
1 Hour Ago
Fixed selection history editor window repainting constantly
1 Hour Ago
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1 Hour Ago
Move headers inline per-section
1 Hour Ago
Attempt 2 at fixing compute kernel lookup errors during builds
1 Hour Ago
Perform BRG culling in a job
1 Hour Ago
Merge from main
2 Hours Ago
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2 Hours Ago
Fix terrain not rendering when instancing is active
3 Hours Ago
merge from PlagueHazmat_Improvements
3 Hours Ago
wip procedural animation-target skin constraint
3 Hours Ago
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.
3 Hours Ago
merge from main
3 Hours Ago
Merge from vcc
Today
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)
Today
Don't poll all 100+ keys if unity tells us that no key is pressed Saves 0.04ms/frame
Today
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Today
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Today
Terrain diffuse base pyramid disable
Today
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Today
Merge from main
Today
Merge from Animal_Jumping
Today
Fixed picking up mushrooms not showing the total owned in the pickup notice
Today
merge from optimize_upkeep_multiplier -> main
Today
Cherrypicked 168066 "Can't use the frankenstein table if building blocked"
Today
Can't use the frankenstein table if building blocked
Today
merge from frankensteintable_priv
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
Today
merge from aipoint_strip
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Today
merge from cliffs_heightcollider_fix
Today
Fixed some traincar variants not playing any SFX when destroyed/gibbed
Today
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
Today
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
Today
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
Today
Refactor + cleanup
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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 ->