userLorenz Junglascancel

530 Commits over 120 Days - 0.18cph!

Fix video recorder crash when vulkan video fails to initialize on AMD cards Properly cleanup resources if video or audio context creation fails at any point.
Yesterday
Add MovedObject patch operation, this operation tracks objects that have been reordered or moved to a different container. Basic tests are passing now Add complex generated GameObject diff/patch roundtrip tests Most of them are passing, ordering seems to break sometimes
4 Days Ago
Add JsonPointer (RFC 6901) implementation and tests Add RFC 6902 compliant JSON diffing / patch generation Use JsonNode instad of JsonDocument in pointer Add ApplyPatch functionality Generate roundtrip tests Add Test Generator for GameObject hierarchies Remove Copy & Move operations I can't make it work there are extremely rare edge cases for enormous diffs (thousands of objects and operations). The code to support these edge cases was becoming more and more unhinged and illegible. Can still tackle it later if we really need it. Add tests for LCS Work around .net runtime bug in Json.DeepEquals dotnet/runtime/issues/112769 Clone/Move attempt 2 Move optimization still fails for very large diffs -> disable for now Cleanup some debug code Simplify Json Pointer Object/Pattern detection in json Smarter pattern matching; Added Patch Generation & Application Improve handling of nested objects Prefab Instance Overrides PoC Remove old version of Json patch (RFC 6902) Simplify ObjectContext collection
4 Days Ago
Revert "Mark as Dirty if physics body transform did change" This reverts commit e493682a3343f8eed75fd50e7b437505915e64fd.
5 Days Ago
Account for more floating point imprecissions
5 Days Ago
Further, reduce goal overshooting for nav agents
5 Days Ago
Optimize crowd simulation, should be twice as fast This mitigates the performance loss caused by enabling Collision Avoidance & Separation
5 Days Ago
Reformat Detour/Recast C# files
5 Days Ago
Mark as Dirty if physics body transform did change
5 Days Ago
Early return in PhysicsBody.Move if transform didn't change
5 Days Ago
Fix agent acceleration oscillating when reaching goal
6 Days Ago
Add Rotation.AlmostEqual Add Transform.AlmostEqual Only mark physics body as dirty if it actually moves Fixes issue where navmesh areas would be rebuild unnecessarily
6 Days Ago
Remove debug log
6 Days Ago
Accept Context Menu Event for feature tabs. Add some more validation to clipboard JSON Fixes sbox-issues/issues/7867
6 Days Ago
Enable nav agent avoidance and separation No idea if they have always been off or if i disabled them by accident at some point.
6 Days Ago
Get rid of float/double.Epsilon usage use more sane defaults 10^-4 for singles 10^-6 for doubles
6 Days Ago
Refactor some navmesh code, allows for less agressive locking
6 Days Ago
Spaces -> Tabs Add some locks since this can be accessed by multiple threads
7 Days Ago
Get rid of unused ChunkyTrimesh recast code Update recast from Facepunch/recastnavigation
7 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@ac22a5ce7d4c405d49604e27e4ff6d748b0d21f4 🚀
7 Days Ago
Add exit condition to raycast() if DT_BUFFER_TOO_SMALL See recastnavigation/recastnavigation/pull/753
7 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@21c4a8a2bc61d89ca5f96f4a790c30e2d02f44fe 🚀
7 Days Ago
Revert "Removed unused dividePoly function see a4e1e2b" This reverts commit ac488df6fe9a3c2575e36c4eddc5b03815891b5f. Revert "Fix bug leading to stack smashing" This reverts commit a4e1e2bbfc518e12fd3b582e4d4aeae9b5d81cb2.
7 Days Ago
Fix tests for triangles that only touch a cell I am, pretty sure they started failing because of floating point precision (triangle touching cell)
7 Days Ago
Fix tests for triangles that only touch a cell I am, pretty sure they started failing because of floating point precision (triangle touching cell)
7 Days Ago
Untangle navmesh threading, significantly reduces initial navmesh generation time.
7 Days Ago
7 Days Ago
Fix floating point precision issues in findStraigtPath see recastnavigation/recastnavigation#515 & recastnavigation/recastnavigation#735
7 Days Ago
Fix floating point precission issues in recast pathing code see recastnavigation/recastnavigation#515 & recastnavigation/recastnavigation#735
7 Days Ago
Fix rasterization rounding see recastnavigation/recastnavigation#765 recastnavigation/recastnavigation#766
7 Days Ago
NavMesh only allocate debug draw buffers if we actually want to draw Disable Navmesh generation on prefab scenes
8 Days Ago
Fix some bot NREs
8 Days Ago
Don't collect stats for bots
8 Days Ago
Don't recreate Inspector widget if the object is already inspected Fixes sbox-issues/issues/7882 https://files.facepunch.com/lolleko/2025/March/17_09-35-SvelteMeerkat.mp4
10 Days Ago
Add 99.9 percentile to benchmark data collection to diagnose largest lag spikes Also P5 and P95 while we are at it.
10 Days Ago
Rat death texture is missing, set to color for now. Change benchmark lobbies to private
10 Days Ago
Further reduce load during navmesh benchmark
11 Days Ago
Half the amount of tiles generated per frame so the benchmark doesn't skew our graph as much. Spaces -> Tabs
11 Days Ago
Fix Navmesh.DrawInEditor spawning 500 generation threads at the same time Use Environment.ProcessorCount instead of ThreadPool.GetMaxThreads
11 Days Ago
Capture time needed to spawn all players as StartDuration
11 Days Ago
We are tracking frame time not FPS so we want to use P99 not P1
11 Days Ago
Hookup GCPause performance stat for benchmarks
11 Days Ago
Calculate P95, P1 and Stuttering metrics for our benchmark samples
12 Days Ago
Reenable hc1 test
12 Days Ago
Run deathmatch benchmark after regular benchmark (#1850) https://files.facepunch.com/lolleko/2025/March/13_20-16-AdvancedOrangutan.mp4
12 Days Ago
Fix Curve ImmutableArrayList -> ImmutableArray change
12 Days Ago
Reenable sbdm test
12 Days Ago
Fix Curve ImmutableArrayList -> ImmutableArray change
12 Days Ago
Run deathmatch benchmark after regular benchmark https://files.facepunch.com/lolleko/2025/March/13_20-16-AdvancedOrangutan.mp4
12 Days Ago
Remove duplicate avatar