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137,201 Commits over 4,474 Days - 1.28cph!

2 Months Ago
Push up temp animations and angles for turn in place, maybe they can be used as reference
2 Months Ago
Add secondary motion/foot scatter, re-format fields
2 Months Ago
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
2 Months Ago
Ceiling lights just use the HasPower flag instead of On
2 Months Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
2 Months Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
2 Months Ago
Train tunnel light fixture material fixes.
2 Months Ago
fixed wrong conditional
2 Months Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
2 Months Ago
merge from reset_groups_command
2 Months 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.
2 Months 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
2 Months Ago
merge from mortar_prototype
2 Months Ago
moved SendBufferedFlagChanges outside of circuit loop
2 Months Ago
Improve mortar uneven ground placement error
2 Months Ago
merge from main
2 Months Ago
Updating fpbconfig json with details for azure artifact signing
2 Months Ago
Fixed broken fixtures.
2 Months Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
2 Months Ago
using HasSubscribers method instead of manual check
2 Months Ago
Id and NRE fixes
2 Months Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
2 Months 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
2 Months Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
2 Months Ago
FakePlayer tweaks
2 Months Ago
Added a basic GamePhysics.Trace depth culling test for non-instanced texts https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
2 Months Ago
skip sending batched packets to groups with no subscribers
2 Months Ago
SimpleLight sends on/off flags through batched system
2 Months 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
2 Months Ago
Forgot Circuit.cs
2 Months 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
2 Months Ago
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
2 Months Ago
FakePlayer improvements + Test fixes
2 Months Ago
Moved the tick to every frame Added timings command to debug circuit perf
2 Months Ago
Codegen
2 Months Ago
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
2 Months Ago
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2 Months Ago
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
2 Months Ago
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
2 Months Ago
Compile fixes
2 Months Ago
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
2 Months Ago
merge from automated_testing
2 Months Ago
Possibly fix some tests failing
2 Months Ago
merge from main
2 Months Ago
Show icons on the marketplace terminals
2 Months 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
2 Months 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
2 Months Ago
Adjust both arms curve on torch attack animations
2 Months 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
2 Months Ago
Move to new folder