159,533 Commits over 4,566 Days - 1.46cph!

3 Days Ago
Switch batches from channel 1 -> channel 0 so it's ordered with all the other packets (since we no longer use unordered for position packets)
3 Days Ago
development_server_fix -> main
3 Days Ago
Cleanup cache query return
3 Days Ago
Hooked up new mount forward animations (sheep still has issues)
3 Days Ago
Merge from Animal_Jumping
3 Days Ago
Merge from main
3 Days Ago
Fixed failing NPC mounting tests (switched tests to use sheep and not cow)
3 Days Ago
MeshPaintable3D uses 16-bit unorm UV buffer instead of Half float. Increases precision up to 32x without increasing memory since all 3d painted meshes have UVs in the 0-1 space. Fixes blotchy and jagged brush strokes. Also effects egg suit.
3 Days Ago
merge from main
3 Days Ago
Cherrypick 168219
3 Days Ago
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3 Days Ago
Restore opacity slider to tattoo UI Changed tattoo UI to sample colours from a .asset instead of colour picking from an image so we can use tattoo-appropriate colours (currently uses same colours as before except black)
3 Days Ago
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3 Days Ago
Add bump effect to tattoos
3 Days Ago
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
3 Days Ago
Lower quant from 1cm -> 1mm for position - switch from sending delta position to sending quantized acceleration so we can keep 1 byte per update after moving to a 10x smaller quant - if acceleration is larger than 0.127m / tick then it will send full acceleration (allows it to support instant teleports and large changes in velocity) - will fine-tune values further
3 Days Ago
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3 Days Ago
- Disable clan features in softcore, like they already are in hardcore - Add clan table as a restricted item in softcore and hardcore. You can't use them anyway - Fix tech trees showing restricted items. Saved me having to make a whole new tech tree for softcore just to hide the clan table - Fix the custom inspector stuff on ItemDefinition for setting a restricted item not working in all prefab modes - Add dictionary lookup for finding gamemode item restrictions
3 Days Ago
Disabled saving on both the apple.tree and coconut.tree prefabs (this stops the fruit piling up and floating after server restarts oops). Replaced array with a list and use Facepunch.pool instead of allocating an array each time. Set the positon and rotation of the fruit straight away. Removed apple chance from oak_f. Instead move to oak_e which has a chance of spawning apples and a beehive. General code clean up.
3 Days Ago
merge from weapon_refresh_nailgun
3 Days Ago
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
3 Days Ago
Fixed nailgun world model outlline
3 Days Ago
merge from main
3 Days Ago
merge from skinviewer_nailgun
3 Days Ago
Added nailgun to the skin viewer
3 Days Ago
Tattoo layer tweaks, subdermal+ink layer Some test assets
3 Days Ago
Only check if quant settings have changed once per frame in flush instead of every single position packet
3 Days Ago
Added modular contraption kit, textures and materials for testing purposes.
3 Days Ago
Port a fix for math.ceil/floor Add some self checks for corrupted map files "load" concommand doesn't boot you from session for missing saves * So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save Fixed ZFunc not being set when overriding depth testing Fixed regression with DPanel:OnMousePressed due to recent changes Merge Pull Requests * Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities
3 Days Ago
merge from weapon_refresh_nailgun
3 Days Ago
updated workshopsource nailgun model
3 Days Ago
Switch from generic stream -> BufferStream in the EntityPositionBatchReader since both demos and network data share the same class of stream for packets
3 Days Ago
Send positions & rotations quantized - reduce the 3x positions floats from 4 -> 1 bytes when they are within 1.27m per tick (1cm quantization) - reduce the 3x rotations from 4 -> 1 byte when they are within 25 degrees per tick (0.2 degree quantization) - will fine tune the values if it's too high a quant - fallback to sending the full value when it changes by more than a delta - tell the client what the quantization is so it can be changed during the session and be captured by demos
3 Days Ago
Fix tests
3 Days Ago
Set a bunch of textures to non readable
3 Days Ago
Update: meta changes for some(?) textures on reimport Tests: none
3 Days Ago
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
3 Days Ago
Update: automatic package upgrades Tests: none
3 Days Ago
Lighthouse rework WIP. Lighthouse now needs repairing, like the airwolf helipad. Repairing it restores the light and opens the deep sea. Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.
3 Days Ago
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3 Days Ago
merge from server_packet_capture -> main
3 Days Ago
merge from boat_dismount_points_preprocess
3 Days Ago
Add `packet_capture` command to capture outbound packets on the server - will capture up until a certain size or time limit is reached - writes to disk with 8MB buffer - intended to allow capturing network data so we can simulate optimizations on the raw data - no overhead when turned off
3 Days Ago
Codegen
3 Days Ago
rust 13th birthday cake; - textures added - icon updated - material updated - prefab updated
3 Days Ago
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block Authoring is the same in the prefab but the transforms can now get stripped during preprocess Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
merge from render_pipeline_testing