124,946 Commits over 4,171 Days - 1.25cph!

25 Days Ago
Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
25 Days Ago
bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
25 Days Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
25 Days Ago
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
25 Days Ago
update from main
25 Days Ago
merge from gesturewheel_cinematic_fix
25 Days Ago
Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
25 Days Ago
When updating the phrases we now save their context for later use Some cleanup in phrases update code
25 Days Ago
Update: move ServerUpdateOcclusionParallel inside FinalizeTickParallel - FinalizeTickParallel invalidates players network cache - with UsePlayerUpdateJobs 2 we can skip it later, but 1 is has double-invalidate This increases the coverage of OcclusionFrameCache, allowing to simplify a bunch of code. Tests: 2p on Craggy with UsePlayerUpdateJobs 0, 1, 2 and disconnects. 0p server with UsePlayerUpdateJobs 1, 2
26 Days Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
26 Days Ago
Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality Got lost during the rewrite Tests: 2p on Craggy with UsePlayerUpdateJobs 2
26 Days Ago
▊▆▇▋ ▅▉▄▍▍
26 Days Ago
▅▍▊▉▋▋
26 Days Ago
fix mannequin prefab rendering
26 Days Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
26 Days Ago
restore_old_sorting -> main
26 Days Ago
Baked defaults into play prefab
26 Days Ago
Define sockets for square floor
26 Days Ago
Changed default orderBy string to match new intended behaviour
26 Days Ago
Restore default sorting to be ping then pop (like the old menu)
26 Days Ago
Define faces and edges for a normal wall
26 Days Ago
Proper MVP implementation of "full base heating" - add ability to define faces & edges of each building block - draw gizmos to visually confirm what you are defining
26 Days Ago
Fixed notify LOD notifing the wrong object
26 Days Ago
Added toggleable working lighting, needs some work to make it prettier
26 Days Ago
Missed files
26 Days Ago
Left mouse button when holding a water jug / water bucket now pours (up to) 5% of the container's max amount from its inventory. Still needs animation setup. A gradual pour over time rather than a throw of a smaller amount may be nicer, needs more thinking. Video: https://files.facepunch.com/jacob/1b1111b1/Unity_Q6cXeVt4NE.mp4
26 Days Ago
WIP crosshair customization, added the following convars to control the appearance and behaviour of the crosshair: - mode: 0=static, always visible | 1=static, hidden during ADS | 2=dynamic, adjusts to accuracy, hidden during ADS - style: 0=full | 1=no dot | 2=only dot | 3=T-shape no dot | 4=T-shape with dot - color: 0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan - dotsize: Size of center dot [0-5] - spacing: Distance of the outer lines to the center dot [0-3] - outline: Outline enabled [true/false] - outlinecolor: 0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan Demo: https://files.facepunch.com/cipeaX/2025/August/11_19-02-AttractiveLacewing.mp4
26 Days Ago
Hackweek XIII | Sparrow Missile Tiki Torch - Initial prefab setup as campfire, new model with different fire effect, lights up and extinguishes correctly, set up namings and item
26 Days Ago
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
26 Days Ago
Liquid vessels that could throw out all their contents with left mouse button now require holding ALT at the same time to throw out all contents - making way for left mouse button by itself to gradually pour water
26 Days Ago
merge from skinviewer_db_fix
26 Days Ago
Fixed double barrel sight UV issue in the skin viewer
26 Days Ago
Update: ServerOcclusion - add a global cache of all player pair results that lives for a frame - Cache is valid after it's been updated, controlled via OcclusionCanUseFrameCache Optimizes SendEntityUpdates and anything in the end of frame invokes by skipping LOS checks. This doesn't affect tick confirmation due to code ordering - will have to reorganize that Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Rin
26 Days Ago
Added test seating and storage box (Broken) https://files.facepunch.com/Rin/2025/08/Unity_C8PJUT12hL.mp4
26 Days Ago
Better script split off (keep relevant scripts under client objects where required)
26 Days Ago
fix after main merge
26 Days Ago
Clean: use ReadOnlySpan in SendEntitySnapshots/-WithChildren Tests: compiles in editor
26 Days Ago
Update: SendEntityUpdates - don't try to skip occlusion explicitly Bit of a 180 turn. Current code is problematic to optimize at high level - but it will be easier if we introduce a global occlusion pair cache. At least I hope. Tests: compiles in editor
26 Days Ago
Better setup
26 Days Ago
merge from main
26 Days Ago
26 Days Ago
Fix for EventRecord pooling error
26 Days Ago
Buildfix: TryRemove -> Remove Tests: editor compiles
26 Days Ago
Always lerp the left hand target, so its not being aggressively set. Eg if you let go of the throttle we will gradually move back to a steering hand position rather than snapping
26 Days Ago
Update: bring back non-concurrent dict for BasePlayer.lastPlayerVisibility Tests: none, trivial change
26 Days Ago
Update: OcclusionSendUpdates - rewrite lost pair handling to gather->send form Should enable to revert back to non-concurrect dictionary for BasePlayer.lastPlayerVisibility Tests: 2p session on craggy with UsePlayerUpdateJobs 0 and 2
26 Days Ago
RHIB maps move to follow RHIB position
26 Days Ago
merge from voicevolume_slider_fix
26 Days Ago
Restored voice slider range 0-5
26 Days Ago
Clean: OcclusionSendUpdates - factor out SendEntitySnapshotsWithChildren Decided against merging SendEntitySnapshotsWithChildren and SendEntitySnapshots, as -WithChildren relies on grouped sending - it would complicate the code unnecessarily. Tests: 2p session on Craggy with UsePlayerUpdateJobs 2