145,773 Commits over 4,413 Days - 1.38cph!

13 Days Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
13 Days Ago
merge from reset_groups_command
13 Days Ago
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
13 Days Ago
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups Failed unit tests by making Limbo group visible from main grid cell Tests: ran TestNew_MoveOther, no longer fails
13 Days Ago
merge from mortar_prototype
13 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
13 Days Ago
Improve mortar uneven ground placement error
13 Days Ago
merge from main
13 Days Ago
Updating fpbconfig json with details for azure artifact signing
13 Days Ago
Fixed broken fixtures.
13 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
13 Days Ago
using HasSubscribers method instead of manual check
13 Days Ago
Id and NRE fixes
13 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
13 Days Ago
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper We weren't injecting lastSeen records for other subscribers, which tripped up assertions Tests: ran unit test
13 Days Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
13 Days Ago
FakePlayer tweaks
13 Days Ago
Added a basic GamePhysics.Trace depth culling test for non-instanced texts https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
13 Days Ago
skip sending batched packets to groups with no subscribers
13 Days Ago
SimpleLight sends on/off flags through batched system
13 Days Ago
added BatchedEntityFlags packet type - allows IOCircuitSystem to buffer entity flag changes from IOEntities and send batched packets instead of per-entity packets - test setup with 2000 lights goes from 26ms to <2ms on the server
13 Days Ago
Forgot Circuit.cs
13 Days Ago
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings
13 Days Ago
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
13 Days Ago
FakePlayer improvements + Test fixes
13 Days Ago
Moved the tick to every frame Added timings command to debug circuit perf
13 Days Ago
Codegen
13 Days Ago
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13 Days Ago
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
13 Days Ago
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13 Days Ago
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13 Days Ago
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
13 Days Ago
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
13 Days Ago
Compile fixes
13 Days Ago
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
13 Days Ago
merge from automated_testing
13 Days Ago
Possibly fix some tests failing
13 Days Ago
merge from main
13 Days Ago
Show icons on the marketplace terminals
13 Days Ago
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right
13 Days Ago
Added a new Drone Availability Manager entity Exposes a variety of options for limiting the use of vending machine drones MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms MarketDrone.drone_disable_at_night - disables drone purchases at night MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
14 Days Ago
Adjust both arms curve on torch attack animations
14 Days Ago
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14 Days Ago
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
14 Days Ago
Move to new folder
14 Days Ago
Update: pool.usemutexpool convar (default 0) to optionally revert to original pool - ran codegen(skipping protobuf due to mac weirdness) Tests: booted into craggy and toggled the var. Checked pool capacities via pool.print_memory
14 Days Ago
merge from automated_testing
14 Days Ago
Moved server block in TestScenario_RocketSplashDamage
14 Days Ago
Don't catch exceptions in WrapTestAsCoroutine
14 Days Ago
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free