128,703 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Fix mission 'is started' NRE
                
                
                
                
             
         
        
            
            
            
                
                Allow AI to drive anything derived from BaseVehicle
New custom upload loop. Safely turned on/off if AI is assigned
HasDriver flag set but mounting logic stays the same
                
                
                
                
             
         
        
            
            
            
                
                Enable 3052 materials for instancing
                
                
                
                
             
         
        
            
            
            
                
                Tests: TestLineOfSight - properly enforce non-job mode in relevant cases
Tests: ran test sets
                
                
                
                
             
         
        
            
            
            
                
                Tests: TestLineOfSight - validate reverse paths
Looks like some occlusion checks might fail reverse paths. That's an uh-oh.
Tests: ran above set, got a failure
                
                
                
                
             
         
        
        
            
            
            
                
                Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
                
                
                
                
             
         
        
            
            
            
                
                Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
                
                
                
                
             
         
        
            
            
            
                
                Tests: ServerOcclusionTests - generated data set now contains similar pairs
Interestingly, this trips up consistency test - will investigate
Tests: ran TestOcclusionLineOfSight_Consistency
                
                
                
                
             
         
        
            
            
            
                
                Detailed context when updating phrases
                
                
                
                
             
         
        
            
            
            
                
                Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs
Tests: ran the set
                
                
                
                
             
         
        
            
            
            
                
                Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
                
                
                
                
             
         
        
            
            
            
                
                Tests: ServerOcclusionTests - standardize test naming
Tests: ran test set
                
                
                
                
             
         
        
            
            
            
                
                Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs
This further shrinks runtimes, as previously we generated waaaay too many
Tests: ran ServerOcclusionTests set
                
                
                
                
             
         
        
            
            
            
                
                Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel
By properly constructing and caching base players - tests now take less than a second.
Tests: ran test set
                
                
                
                
             
         
        
            
            
            
                
                Tests: add TestOcclusionLineOfSight_PerfSerial/-Parallel
Both run for too long - likely due to how I create players for the tests. Will fix next
Tests: ran the new set
                
                
                
                
             
         
        
            
            
            
                
                Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs
Tests: ran the test set
                
                
                
                
             
         
        
            
            
            
                
                Added crosshair codes. Can be generated from the current crosshair settings, and then easily loaded at a later time or shared with other people:
https://files.facepunch.com/cipeaX/2025/August/12_13-59-FrankGrasshopper.mp4
                
                
                        
                
                
             
         
        
            
            
            
                
                Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency
Compares results between serial and batched versions.
Tests: ran the new test set
                
                
                
                
             
         
        
            
            
            
                
                Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Play an on/off animation on the maps when the engine is toggled on or off
Map system refactor and storing in its own file
Folder cleanup
                
                
                
                
             
         
        
            
            
            
                
                Tests: rewrite ServerOcclusionTests to make ServerOcclusion usage clear
Is it ugly on some lines? Yes. But is it explicit and beautiful? Also yes.
Tests: ran the unit tests
                
                
                
                
             
         
        
            
            
            
                
                Fix unity_BaseCommandID not being set on Mac
                
                
                
                
             
         
        
            
            
            
                
                Fix stencil buffer incompatibility in Standard and Standard-Terrain
                
                
                
                
             
         
        
            
            
            
                
                Clean: propagate network time from FinalizeTickParallel
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Optim: NetworkPositionTick - remove extra InvalidateNetworkCache
Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                █▋▉ ██▄ ▅▍▇▄▊▄ ▊▍▍█ ▍▊▊▄▆▉▆▇ ▌▌█▆█ ▌ ▇▆▅▍█▊ ▇▍▌█▌▍▄.
                
                
                
                
             
         
        
            
            
            
                
                Optim: OcclusionSendUpdates can now reuse occlusion results
- Got rid of old OcclusionLineOfSight that used to send updates internally, as there's no need for it now
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
                
                
                
                
             
         
        
            
            
            
                
                Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
                
                
                
                
             
         
        
            
            
            
                
                bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
                
                
                
                
             
         
        
            
            
            
                
                Clean: remove couple TODOs
- one was just completed
- another was overzealous
Tests: none, trivial changes
                
                
                
                
             
         
        
            
            
            
                
                Optim: SendNetworkPositions - reuse occlusion query results
Tests: 2p on Craggy with UsePlayerUpdateJobs 2
                
                
                
                
             
         
        
        
            
            
            
                
                merge from gesturewheel_cinematic_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
                
                
                
                
             
         
        
            
            
            
                
                When updating the phrases we now save their context for later use
Some cleanup in phrases update code
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Merge: from connectedplayer_rewrite
Got far enough along in this direction and things seem to work
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality
Got lost during the rewrite
Tests: 2p on Craggy with UsePlayerUpdateJobs 2
                
                
                
                
             
         
        
        
        
            
            
            
                
                fix mannequin prefab rendering
                
                
                
                
             
         
        
            
            
            
                
                Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
                
                
                
                
             
         
        
            
            
            
                
                restore_old_sorting -> main
                
                
                
                
             
         
        
            
            
            
                
                Baked defaults into play prefab
                
                
                
                
             
         
        
            
            
            
                
                Define sockets for square floor
                
                
                
                
             
         
        
            
            
            
                
                Changed default orderBy string to match new intended behaviour
                
                
                
                
             
         
        
            
            
            
                
                Restore default sorting to be ping then pop (like the old menu)
                
                
                
                
             
         
        
            
            
            
                
                Define faces and edges for a normal wall
                
                
                
                
             
         
        
            
            
            
                
                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