144,780 Commits over 4,413 Days - 1.37cph!

3 Days Ago
Add secondary motion/foot scatter, re-format fields
3 Days Ago
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
3 Days Ago
Ceiling lights just use the HasPower flag instead of On
3 Days Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
3 Days Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
3 Days Ago
Train tunnel light fixture material fixes.
3 Days Ago
fixed wrong conditional
3 Days Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
3 Days Ago
merge from reset_groups_command
3 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.
3 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
3 Days Ago
merge from mortar_prototype
3 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
3 Days Ago
Improve mortar uneven ground placement error
3 Days Ago
merge from main
3 Days Ago
Updating fpbconfig json with details for azure artifact signing
3 Days Ago
Fixed broken fixtures.
3 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
3 Days Ago
using HasSubscribers method instead of manual check
3 Days Ago
Id and NRE fixes
3 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
3 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
3 Days Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
3 Days Ago
FakePlayer tweaks
3 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
3 Days Ago
skip sending batched packets to groups with no subscribers
3 Days Ago
SimpleLight sends on/off flags through batched system
3 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
3 Days Ago
Forgot Circuit.cs
3 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
3 Days Ago
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
3 Days Ago
FakePlayer improvements + Test fixes
3 Days Ago
Moved the tick to every frame Added timings command to debug circuit perf
3 Days Ago
Codegen
3 Days Ago
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4 Days Ago
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
4 Days Ago
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4 Days Ago
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4 Days Ago
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
4 Days Ago
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
4 Days Ago
Compile fixes
4 Days Ago
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
4 Days Ago
merge from automated_testing
4 Days Ago
Possibly fix some tests failing
4 Days Ago
merge from main
4 Days Ago
Show icons on the marketplace terminals
4 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
4 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
4 Days Ago
Adjust both arms curve on torch attack animations
4 Days Ago
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