reporust_rebootcancel

142,795 Commits over 4,413 Days - 1.35cph!

1 Hour Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
1 Hour Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
1 Hour Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
1 Hour Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
1 Hour Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
Today
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
Today
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
Today
FPV drone UI WIP & related files.
Today
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
Today
▌ ▇▅▋██ ▄▉▍▅ ▇▆▊▄
Today
merge from /main/hackweek_parented_ddraw
Today
merge from /main/hackweek_parented_ddraw
Today
merge from main
Today
Server compile fix
Today
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
Today
underwater post effect initial
Today
▊ ▍▉▄▌█ ██▄▅█▄▅▌▄▊▉▇▄▋ █▆▄█▌▍▌▇▇▆ ▌▆ ▄▉▆▉▉ ▉▋▇▇▅ ▉▉ ▊▉▊▊▄ ▆▌▉▅ ▋▊█ ▌▄▆▌▊ ▄▅▋▇▆▍▉▊▉▅▄▉▋ ▇▇▊▉▌▆▇▆▇▄ █▆▅▆▌▌▊ █▆▍▋▆▄▋▅█ ▊▅ ▍▉▅▋▍█▇▇▋▇ ▆▍██▋▄▇ ▅▄▊▊ ▌▌▊▋▉▄▅▆▍▇▇▊
Today
▅ ▊▌▌▇▉ ▄▍▌▌▋▆█▇ ▇▄▅▋ ▄▇▇▍▍ ▅▋▇ ▍▋▄██ ▄▊▉▍▉▊▌
Today
Kamikaze FPV Drone - Added gibs
Today
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
Today
updated lr300 sprint pose to anim loop
Today
bone knife deploy animation update
Today
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
Today
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
Today
▌▋▌▋▌▌ ▉▍▊▅▇█▉▅▇▋▍▉▋█▄▉▆▊ ▋▍ ▇▉▇ ▇▋▇ ▊▆█▄█▄
Today
▇█▅▉▇▍ ▄█▉▋▊▊▌▊▊▅▉▌▋ ▄▌▆▄ ▆▊▆ ▉▍▄▉▇▅▆ ▆▄▄▉ ▇▋▉▅▌ ▊▆▇▄▉█ ▌▋ █▅█▇ ▆▄▇▌▌▅█▅ █▍ ▇▉█▉▉▊ ▉▅▅▆▍▄▉ ▌▍▊▋ ▄▄ ▇▅▆▊▍▍
Today
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
Today
Salvaged icepick anim update
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
Ensure mountable is killed (again)
Today
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests
Today
illuminated pressure pad; - Lods created - Prefab updated
Today
▊▌▌▉▇▄ ▄▍█ █▄▊▊▍▇▉
Today
Fixed transforms on playground assets and prefabbed up
Today
Optim: fully remove function temporary Saves 1 alloc (63 allocs, 3.9KB) Tests: ran tests
Today
Update(tests): add case or command with no args Tests: ran unit tests
Today
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
Today
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
Today
UZI Material changes
Today
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
Today
van test
Today
UZI 9mm LOD0 and Textures
Today
UZI 9mm LOD0 and Textures
Today
Update(tests): also validate uppercase commands are resolved properly Tests: ran unit tests
Today
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
Today
Hatchet 3p anim updates
Today
Molotov animation and holdtype updates
Today
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)
Today
fixing some flow issues on the damaged side of the apt building
Today
apartment_complex_1 s2p