140,175 Commits over 4,505 Days - 1.30cph!

1 Year Ago
merge from gesturewheel_cinematic_fix
1 Year Ago
Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
1 Year Ago
When updating the phrases we now save their context for later use Some cleanup in phrases update code
1 Year Ago
Update: move ServerUpdateOcclusionParallel inside FinalizeTickParallel - FinalizeTickParallel invalidates players network cache - with UsePlayerUpdateJobs 2 we can skip it later, but 1 is has double-invalidate This increases the coverage of OcclusionFrameCache, allowing to simplify a bunch of code. Tests: 2p on Craggy with UsePlayerUpdateJobs 0, 1, 2 and disconnects. 0p server with UsePlayerUpdateJobs 1, 2
1 Year Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
1 Year Ago
Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality Got lost during the rewrite Tests: 2p on Craggy with UsePlayerUpdateJobs 2
1 Year Ago
fix mannequin prefab rendering
1 Year Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
1 Year Ago
restore_old_sorting -> main
1 Year Ago
Baked defaults into play prefab
1 Year Ago
Define sockets for square floor
1 Year Ago
Changed default orderBy string to match new intended behaviour
1 Year Ago
Restore default sorting to be ping then pop (like the old menu)
1 Year Ago
Define faces and edges for a normal wall
1 Year Ago
Proper MVP implementation of "full base heating" - add ability to define faces & edges of each building block - draw gizmos to visually confirm what you are defining
1 Year Ago
Fixed notify LOD notifing the wrong object
1 Year Ago
Added toggleable working lighting, needs some work to make it prettier
1 Year Ago
Missed files
1 Year Ago
Left mouse button when holding a water jug / water bucket now pours (up to) 5% of the container's max amount from its inventory. Still needs animation setup. A gradual pour over time rather than a throw of a smaller amount may be nicer, needs more thinking. Video: https://files.facepunch.com/jacob/1b1111b1/Unity_Q6cXeVt4NE.mp4
1 Year Ago
WIP crosshair customization, added the following convars to control the appearance and behaviour of the crosshair: - mode: 0=static, always visible | 1=static, hidden during ADS | 2=dynamic, adjusts to accuracy, hidden during ADS - style: 0=full | 1=no dot | 2=only dot | 3=T-shape no dot | 4=T-shape with dot - color: 0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan - dotsize: Size of center dot [0-5] - spacing: Distance of the outer lines to the center dot [0-3] - outline: Outline enabled [true/false] - outlinecolor: 0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan Demo: https://files.facepunch.com/cipeaX/2025/August/11_19-02-AttractiveLacewing.mp4
1 Year Ago
Hackweek XIII | Sparrow Missile Tiki Torch - Initial prefab setup as campfire, new model with different fire effect, lights up and extinguishes correctly, set up namings and item
1 Year Ago
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
1 Year Ago
Liquid vessels that could throw out all their contents with left mouse button now require holding ALT at the same time to throw out all contents - making way for left mouse button by itself to gradually pour water
1 Year Ago
merge from skinviewer_db_fix
1 Year Ago
Fixed double barrel sight UV issue in the skin viewer
1 Year Ago
Update: ServerOcclusion - add a global cache of all player pair results that lives for a frame - Cache is valid after it's been updated, controlled via OcclusionCanUseFrameCache Optimizes SendEntityUpdates and anything in the end of frame invokes by skipping LOS checks. This doesn't affect tick confirmation due to code ordering - will have to reorganize that Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Rin
1 Year Ago
Added test seating and storage box (Broken) https://files.facepunch.com/Rin/2025/08/Unity_C8PJUT12hL.mp4
1 Year Ago
Better script split off (keep relevant scripts under client objects where required)
1 Year Ago
fix after main merge
1 Year Ago
Clean: use ReadOnlySpan in SendEntitySnapshots/-WithChildren Tests: compiles in editor
1 Year Ago
Update: SendEntityUpdates - don't try to skip occlusion explicitly Bit of a 180 turn. Current code is problematic to optimize at high level - but it will be easier if we introduce a global occlusion pair cache. At least I hope. Tests: compiles in editor
1 Year Ago
Better setup
1 Year Ago
merge from main
1 Year Ago
Fix for EventRecord pooling error
1 Year Ago
Buildfix: TryRemove -> Remove Tests: editor compiles
1 Year Ago
Always lerp the left hand target, so its not being aggressively set. Eg if you let go of the throttle we will gradually move back to a steering hand position rather than snapping
1 Year Ago
Update: bring back non-concurrent dict for BasePlayer.lastPlayerVisibility Tests: none, trivial change
1 Year Ago
Update: OcclusionSendUpdates - rewrite lost pair handling to gather->send form Should enable to revert back to non-concurrect dictionary for BasePlayer.lastPlayerVisibility Tests: 2p session on craggy with UsePlayerUpdateJobs 0 and 2
1 Year Ago
RHIB maps move to follow RHIB position
1 Year Ago
merge from voicevolume_slider_fix
1 Year Ago
Restored voice slider range 0-5
1 Year Ago
Clean: OcclusionSendUpdates - factor out SendEntitySnapshotsWithChildren Decided against merging SendEntitySnapshotsWithChildren and SendEntitySnapshots, as -WithChildren relies on grouped sending - it would complicate the code unnecessarily. Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
1 Year Ago
merge from ui_mipmaps_fixes
1 Year Ago
Death screen icons fixes
1 Year Ago
Clean: SendEntityUpdates - refactor out SendEntitySnapshots Prepping for server occlusion unification Tests: none, simple change
1 Year Ago
merge from ddraw_menu_hide
1 Year Ago
Update: SendEntityUpdates - add parallel sending of snapshots It's incomplete, but now the similarities with OcclusionSendUpdates are more clear and can be unified. Also revelaed a bunch of concerns with ShouldNetworkTo and deferring to parent choice. Tests: 2p on Craggy with UsePlayerUpdateJobs 2. Observed animal desync, but weirdly it was still there after setting UsePlayerUpdateJobs 0 and reconnecting - will investigate later.
1 Year Ago
More icons tagged as UI mipmap group
1 Year Ago
Contact menu mugshots ignore mip maps limit
1 Year Ago
tugboat_rug_fix -> main