159,415 Commits over 4,566 Days - 1.45cph!

39 Minutes Ago
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
50 Minutes Ago
Lower quant from 1cm -> 1mm for position - switch from sending delta position to sending quantized acceleration so we can keep 1 byte per update after moving to a 10x smaller quant - if acceleration is larger than 0.127m / tick then it will send full acceleration (allows it to support instant teleports and large changes in velocity) - will fine-tune values further
54 Minutes Ago
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1 Hour Ago
- Disable clan features in softcore, like they already are in hardcore - Add clan table as a restricted item in softcore and hardcore. You can't use them anyway - Fix tech trees showing restricted items. Saved me having to make a whole new tech tree for softcore just to hide the clan table - Fix the custom inspector stuff on ItemDefinition for setting a restricted item not working in all prefab modes - Add dictionary lookup for finding gamemode item restrictions
1 Hour Ago
Disabled saving on both the apple.tree and coconut.tree prefabs (this stops the fruit piling up and floating after server restarts oops). Replaced array with a list and use Facepunch.pool instead of allocating an array each time. Set the positon and rotation of the fruit straight away. Removed apple chance from oak_f. Instead move to oak_e which has a chance of spawning apples and a beehive. General code clean up.
1 Hour Ago
merge from weapon_refresh_nailgun
1 Hour Ago
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
1 Hour Ago
Fixed nailgun world model outlline
1 Hour Ago
merge from main
1 Hour Ago
merge from skinviewer_nailgun
1 Hour Ago
Added nailgun to the skin viewer
1 Hour Ago
Tattoo layer tweaks, subdermal+ink layer Some test assets
2 Hours Ago
Only check if quant settings have changed once per frame in flush instead of every single position packet
2 Hours Ago
Added modular contraption kit, textures and materials for testing purposes.
3 Hours Ago
Port a fix for math.ceil/floor Add some self checks for corrupted map files "load" concommand doesn't boot you from session for missing saves * So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save Fixed ZFunc not being set when overriding depth testing Fixed regression with DPanel:OnMousePressed due to recent changes Merge Pull Requests * Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities
3 Hours Ago
Switch from generic stream -> BufferStream in the EntityPositionBatchReader since both demos and network data share the same class of stream for packets
3 Hours Ago
Send positions & rotations quantized - reduce the 3x positions floats from 4 -> 1 bytes when they are within 1.27m per tick (1cm quantization) - reduce the 3x rotations from 4 -> 1 byte when they are within 25 degrees per tick (0.2 degree quantization) - will fine tune the values if it's too high a quant - fallback to sending the full value when it changes by more than a delta - tell the client what the quantization is so it can be changed during the session and be captured by demos
4 Hours Ago
Fix tests
4 Hours Ago
Set a bunch of textures to non readable
4 Hours Ago
Update: meta changes for some(?) textures on reimport Tests: none
4 Hours Ago
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
4 Hours Ago
Update: automatic package upgrades Tests: none
4 Hours Ago
Lighthouse rework WIP. Lighthouse now needs repairing, like the airwolf helipad. Repairing it restores the light and opens the deep sea. Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.
5 Hours Ago
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5 Hours Ago
merge from server_packet_capture -> main
5 Hours Ago
merge from boat_dismount_points_preprocess
5 Hours Ago
Add `packet_capture` command to capture outbound packets on the server - will capture up until a certain size or time limit is reached - writes to disk with 8MB buffer - intended to allow capturing network data so we can simulate optimizations on the raw data - no overhead when turned off
5 Hours Ago
Codegen
5 Hours Ago
rust 13th birthday cake; - textures added - icon updated - material updated - prefab updated
5 Hours Ago
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block Authoring is the same in the prefab but the transforms can now get stripped during preprocess Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
5 Hours Ago
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6 Hours Ago
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6 Hours Ago
Merge from main
6 Hours Ago
merge from render_pipeline_testing
6 Hours Ago
implement texel density vizzer in RRP
6 Hours Ago
Merge from icon_ui_optim
6 Hours Ago
don't render water in preview cameras
Today
merge from boateditmode_priv_fix
Today
Fixed client showing boat privilege for edit mode boats you have no auth on
Budget group-change entity snapshots to fix client stutters when loading grids with large bases. The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
Today
Canvas/UI gamepad optimisations
biofuel_generator_anim_fixes -> main
Security room cleanup
Today
tattoo shader fixes - fix player looking hella dead - fix tattoos cappe at 65% opacity also lowered brush max size again, 0.5-3
Today
added seagull flock mesh, textures and material. created a seagull flock prefab
network_optims -> main
Today
Hook missing cow and sheep eating variants, and sheep happy canter
Today
merge from 3p_idle_throw_grenades_fix
Today
merge from main
Set up custom offset in alien costume