141,112 Commits over 4,505 Days - 1.31cph!

Yesterday
exported latest vm glass ar admire animation
Yesterday
Update: wrap InvokeHandler internals in DebugMTLock Tests: booted on craggy and ran around with EnableDebugMTLock
Yesterday
Update: add single-thread reentrant support to DebugMTLock to avoid deadlocks - added unit tests Because of course InvokeHandler is non-trivially recursive Tests: uni tests
Yesterday
fixed muzzle flash fx slight incorrect position on the muzzle brake
Yesterday
When sampling multiple potential destination around an agent, instead of snapping random points to the navmesh, floodfill around the agent and only sample on the reachable polygons - fix 7x spike of 2.64ms on oilrig, when all points land in unreachable navmesh islands, and we waste time trying to path to them and hitting our node exploration cap every time
Yesterday
merge from attchement_lod_fixes
Yesterday
Glass AR - updated weapon rack positions
Yesterday
update from main
Yesterday
Re-apply the steam init reflection hack now it's not needed and tested.
Yesterday
merge from command palette
Yesterday
Fix misaligned caret when the search is empty
Yesterday
Merge from main
Yesterday
Merge from fp_steamworks_steaminput
Yesterday
krieg chainsword small weaponrack positioning
Yesterday
merge back from command_palette
Yesterday
Update: Move UnsafeScriptingAccess and DebugMTLock to Facepunch.UnityEngine - Cleanup empty asms Tests: ran relevant unit tests
Yesterday
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
Yesterday
Merge from main
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
update from main
Yesterday
Update: explicitly capture callstack when DebugMTLock is tripped - frame count can be limited to via unsafe.DebugMTLockMaxFrames (def 5) Tests: ran unit tests
Yesterday
Update Facepunch.Steamworks files (b56e56a) Initialize ISteamInput with the interface lifecycle - previously SteamInput.Controllers always enumerated empty because Init was never called. Release build from GitHub Actions.
Yesterday
fixed both corn and salvaged hammer having double lod renderers on their world model
Yesterday
update to propane tank .worldmodel fix for random disappearing act in the lods
Yesterday
Added -5 radiation
Yesterday
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
Yesterday
Glass AR - removed unused materials, turned duplicate prefabs into prefab variants, added simpler worldmodel,
Yesterday
New: DebugMTLock - a named lock guard that print an error on concurrent access - controlled by Unsafe.EnableDebugMTLock, disabled by default - codegen, unit tests Need it to help chase down unobvious thread races, like InvokeHandler Tests: ran unit tests
Yesterday
merge from main
Yesterday
Added third variant of randomised (large) room for train tunnels - abandoned waiting room
Yesterday
More UI changes Backdrop setup FIxed players eyes being black in the preview Eyes now follow you around as you orbit around the player
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
updated large fireworks pack description to add white firework. Updated all fireworks icons to use lewis's new icons. Updated small and large fireworks pack steam store icons
2 Days Ago
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
2 Days Ago
Better handling of clan score
2 Days Ago
Optim: Jobs 4 - reduce server.ParallelNetworkQueueBatchSize to 16 by default 256 was waaay to high for the per-frame workload we get, it basically disabled parallelization Tests: none, trivial change
2 Days Ago
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
2 Days Ago
Fix: - old scientists not moving at multiple locations - animal stuck in charge stack around jungle trees - ais getting stuck - move without polyref log spam - scientist crouchwalk weird angle on stairs - slower old ais
2 Days Ago
Merge from main
2 Days Ago
Commit libraries
2 Days Ago
Fix non-deterministic tests that only failed sometimes, remove extra long tests
2 Days Ago
Bugfix: make card table saving MT-friendly Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time Tests: none, trivial change
2 Days Ago
Merge from rendererlod_collapse_improvements
2 Days Ago
Fix NRE when using a planner that is placing a collapsed renderer
2 Days Ago
fixed empty procmap scene
2 Days Ago
converted all jobs to batch by rows instead of pulling XY coordinates out of the flat array's index, fixed some other minor issues 4500 map erosion time down from 47s to 39s
2 Days Ago
Bugfix: cache rocket ammo def to avoid get_gameObject calls in AttackHelicopterRockets Tests: spawned attack heli and geared it up - could see them in inventory
2 Days Ago
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
2 Days Ago
Adjust conversation readout timings again