135,853 Commits over 4,444 Days - 1.27cph!

8 Days Ago
Carry over equipped charm when reskinning a gun to a redirect
8 Days Ago
autofind_deployable_snapping -> main
8 Days Ago
Mark auto snap as experimental
8 Days Ago
Lowercased VideoPlayer dialog prefab path (solves the path conversion to lowercase warning)
8 Days Ago
Post merge fixes
8 Days Ago
merge from main
8 Days Ago
merge from attachment_charms/skinviewer
8 Days Ago
fixed Paintable shop sign at apartments zfighting in paint view
8 Days Ago
Billboard tests
8 Days Ago
Fixed renderers being disabled on spawn right before we strip the LOD components
8 Days Ago
Fixed client.playvideo (and server.broadcastplayvideo) getting stuck at the first frame (regression from Unity 6) Before: https://files.facepunch.com/raul/1b1011b1/10_16-49-FoolhardyFruitfly.mp4 After: https://files.facepunch.com/raul/1b1011b1/10_16-50-BrightApe.mp4
8 Days Ago
merge from spraycan_reskin_refactor
8 Days Ago
Fix an edge case of errors when reskinning snowmobiles after they were saveloaded Child entity (fuel tank, storage) spawn order can vary after a server restart, causing a mismatch when trying to restore inventories using the child indices - add fallback to match by just prefab id For extra safety add more logging, and a fallback for the fallback - should anything go wrong with restoring containers, drop any leftover items instead of leaking them
8 Days Ago
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform - allows simulation to not be affected by VM-scaling, should be significantly more stable
8 Days Ago
Update the test commands to just use the final stage
8 Days Ago
Charms are spawned by the skin viewer using a common template Limited vertical drag movements when inspecting charms, BC isnt working well, we'd have to set custom constraints for the skin viewer only
8 Days Ago
Ensure all FormatBytes cases display capitalised KB/MB because we are dealing in bytes, not bits. Was driving me crazy displaying kb/mb everywhere when we are using bytes, not bits
8 Days Ago
Port cannons and mortars over to animation subsystems, create sub controllers for both, add additive toggle for one shot subsystems.
8 Days Ago
main -> autofind_deployable_snapping
8 Days Ago
secondary_connection_voices_fix -> main
8 Days Ago
Fix VOIP bugging out over CCTV cameras Prevent connections from being added twice: once through the secondary connections then once through the regular path
8 Days Ago
set dressing progress on 1st floor of wing
8 Days Ago
merge from main
8 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
8 Days Ago
Manifest, localization
8 Days Ago
Merge from main
8 Days Ago
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
8 Days Ago
Charms can be inspected using the skin viewer
8 Days Ago
merge from vending_mapmarker_pooling_fix
8 Days Ago
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
8 Days Ago
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
8 Days Ago
Manifest, codegen, localization
8 Days Ago
Merge: from main
8 Days Ago
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
8 Days Ago
set dressing progress on 1st floor of wing lower ao factor on broken tiles material
8 Days Ago
Quick test of a 2 stage descent
8 Days Ago
Hairbun/ponytail proper material assignment in import settings
8 Days Ago
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
8 Days Ago
Remade ponytail/bun wood helmet conditionals (with consistent vertex order) Re-applied skin to all ponytail/bun meshes to keep bone list consistent Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
8 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
8 Days Ago
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
8 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
8 Days Ago
Merge from main
8 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
8 Days Ago
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
8 Days Ago
Check charm ownership when firing the UpdateAccessoryOnItem rpc
8 Days Ago
steam_retry_button_fix -> main
8 Days Ago
LODs and collision and vertex blends for playground assets
8 Days Ago
Calculate a suitable position as soon as a satellite is selected.
8 Days Ago
small transform access usage change