144,737 Commits over 4,413 Days - 1.37cph!

19 Minutes Ago
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21 Minutes Ago
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41 Minutes Ago
Kamikaze FPV Drone - Added gibs
50 Minutes Ago
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
2 Hours Ago
updated lr300 sprint pose to anim loop
2 Hours Ago
bone knife deploy animation update
2 Hours Ago
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
2 Hours Ago
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
2 Hours Ago
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2 Hours Ago
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3 Hours Ago
Update(tests): add a couple more edge case unit tests - torn nested string - single quotes nested - torn single quote nested - Added a whitespace to first nested string in all tests to validate trimming Tests: ran unit tests
3 Hours Ago
Salvaged icepick anim update
3 Hours Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
3 Hours Ago
Ensure mountable is killed (again)
3 Hours Ago
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests
3 Hours Ago
illuminated pressure pad; - Lods created - Prefab updated
3 Hours Ago
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4 Hours Ago
Fixed transforms on playground assets and prefabbed up
4 Hours Ago
Optim: fully remove function temporary Saves 1 alloc (63 allocs, 3.9KB) Tests: ran tests
4 Hours Ago
Update(tests): add case or command with no args Tests: ran unit tests
4 Hours Ago
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end Saves 2 allocs (64 allocs, 4.2KB) Tests: ran tests
4 Hours Ago
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
4 Hours Ago
UZI Material changes
5 Hours Ago
Optim: skip lowercasing command class and function names We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB) Tests: ran unit and perf tests
5 Hours Ago
van test
5 Hours Ago
UZI 9mm LOD0 and Textures
5 Hours Ago
UZI 9mm LOD0 and Textures
5 Hours Ago
Update(tests): also validate uppercase commands are resolved properly Tests: ran unit tests
5 Hours Ago
illuminated pressure pad; - textures polished - icon updated - prefab updated illuminated buttons; - buttons now illuminate both when power is recieved and when sent. - prefabs updated for buttons https://files.facepunch.com/curtis/1b1511b1/15_23-41-FrivolousGrackle.mp4
5 Hours Ago
Hatchet 3p anim updates
5 Hours Ago
Molotov animation and holdtype updates
6 Hours Ago
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf) Need it before I start optimizing out allocs Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
6 Hours Ago
fixing some flow issues on the damaged side of the apt building
Today
apartment_complex_1 s2p
Today
Adding HLOD to apartment_complex_1 fixing some terrain topos, repainting a proper blend map for terrain
Today
Industrial Torch first pass animations
Today
resetting this silly dofexposer asset that saves with local tweaks to camera
Today
removing decorative skull from flat medium as it throws errors
Today
cleaning a bunch of missing references in the level and in project art prefabs
Today
Fixing vagabond jacket skinning
Today
Bugfix: ensure UseMutexPool feature switch catches all pool calls Now pools lazy-update their internal storage when toggling the feature switch - this makes sure calls are routed to the right pools Tests: played on craggy, slapped breakpoints into Take and made sure no calls were made to fallback/new pool when new/fallback mode was set
Today
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
Today
Fixng roadsign armour clipping with hoodie
Today
cleared a prop from clipping in basement flat
Today
Fixing swim wear skinning
Today
Updating horse mask to fix clipping
Today
Exposed chanceToFall variable
Today
"Converted" supply drop selection to the radial menu. Replaced smoke signal colours for all variations: Default = Blue Green = Medical / Food Orange = Resources / Building Supplies Yellow = Weapons / Ammo / Tools Supply drops have been set up to accept different variations of their own loot pool, loot tables still to be added. https://files.facepunch.com/hog/1b1511b1/Unity_dSXb7JlnYE.mp4
Today
overgrowth set dressing polish, hiding/pruning foliage where not needed
Today
Revert added inventory UI, going to shift airdrop selection to radial menu instead.