147,231 Commits over 4,444 Days - 1.38cph!

Today
fix devLocal/WorldCoord shaders missing g-buffer stencil write
Fix 4 boxes not being placeable in a foundation anymore
Today
merge from attachment_charms
Today
merge from contact_lowresasset_fix
Today
Fixed contact mugshot_unknown UI asset using streaming mip maps, for real this time
Today
More billboard work, supports fake extreme distance, temp shader, mat.
Today
Carry over equipped charm when reskinning a gun to a redirect
autofind_deployable_snapping -> main
Mark auto snap as experimental
Today
Lowercased VideoPlayer dialog prefab path (solves the path conversion to lowercase warning)
Post merge fixes
Today
merge from main
Today
merge from attachment_charms/skinviewer
Today
fixed Paintable shop sign at apartments zfighting in paint view
Today
Billboard tests
Today
Fixed renderers being disabled on spawn right before we strip the LOD components
Today
Fixed client.playvideo (and server.broadcastplayvideo) getting stuck at the first frame (regression from Unity 6) Before: https://files.facepunch.com/raul/1b1011b1/10_16-49-FoolhardyFruitfly.mp4 After: https://files.facepunch.com/raul/1b1011b1/10_16-50-BrightApe.mp4
Today
merge from spraycan_reskin_refactor
Today
Fix an edge case of errors when reskinning snowmobiles after they were saveloaded Child entity (fuel tank, storage) spawn order can vary after a server restart, causing a mismatch when trying to restore inventories using the child indices - add fallback to match by just prefab id For extra safety add more logging, and a fallback for the fallback - should anything go wrong with restoring containers, drop any leftover items instead of leaking them
Today
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform - allows simulation to not be affected by VM-scaling, should be significantly more stable
Today
Update the test commands to just use the final stage
Today
Charms are spawned by the skin viewer using a common template Limited vertical drag movements when inspecting charms, BC isnt working well, we'd have to set custom constraints for the skin viewer only
Ensure all FormatBytes cases display capitalised KB/MB because we are dealing in bytes, not bits. Was driving me crazy displaying kb/mb everywhere when we are using bytes, not bits
Today
Port cannons and mortars over to animation subsystems, create sub controllers for both, add additive toggle for one shot subsystems.
main -> autofind_deployable_snapping
secondary_connection_voices_fix -> main
Fix VOIP bugging out over CCTV cameras Prevent connections from being added twice: once through the secondary connections then once through the regular path
Today
set dressing progress on 1st floor of wing
Today
merge from main
Today
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
Manifest, localization
Today
Merge from main
Today
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
Today
Charms can be inspected using the skin viewer
Today
merge from vending_mapmarker_pooling_fix
Today
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
Today
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
Manifest, codegen, localization
Today
Merge: from main
Today
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
Today
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Today
set dressing progress on 1st floor of wing lower ao factor on broken tiles material
Today
Quick test of a 2 stage descent
Hairbun/ponytail proper material assignment in import settings
Today
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
Remade ponytail/bun wood helmet conditionals (with consistent vertex order) Re-applied skin to all ponytail/bun meshes to keep bone list consistent Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
Today
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Today
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments