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128,797 Commits over 4,201 Days - 1.28cph!

3 Months Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
3 Months Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
3 Months Ago
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
3 Months Ago
Detailed context when updating phrases
3 Months Ago
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
3 Months Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
3 Months Ago
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set
3 Months Ago
Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs This further shrinks runtimes, as previously we generated waaaay too many Tests: ran ServerOcclusionTests set
3 Months Ago
Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel By properly constructing and caching base players - tests now take less than a second. Tests: ran test set
3 Months Ago
Tests: add TestOcclusionLineOfSight_PerfSerial/-Parallel Both run for too long - likely due to how I create players for the tests. Will fix next Tests: ran the new set
3 Months Ago
Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs Tests: ran the test set
3 Months Ago
Added crosshair codes. Can be generated from the current crosshair settings, and then easily loaded at a later time or shared with other people: https://files.facepunch.com/cipeaX/2025/August/12_13-59-FrankGrasshopper.mp4
3 Months Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
3 Months Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
3 Months Ago
Play an on/off animation on the maps when the engine is toggled on or off Map system refactor and storing in its own file Folder cleanup
3 Months Ago
Tests: rewrite ServerOcclusionTests to make ServerOcclusion usage clear Is it ugly on some lines? Yes. But is it explicit and beautiful? Also yes. Tests: ran the unit tests
3 Months Ago
Fix unity_BaseCommandID not being set on Mac
3 Months Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
3 Months Ago
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
3 Months Ago
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
3 Months Ago
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3 Months Ago
Optim: OcclusionSendUpdates can now reuse occlusion results - Got rid of old OcclusionLineOfSight that used to send updates internally, as there's no need for it now Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
3 Months Ago
Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
3 Months Ago
bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
3 Months Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
3 Months Ago
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
3 Months Ago
update from main
3 Months Ago
merge from gesturewheel_cinematic_fix
3 Months Ago
Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
3 Months Ago
When updating the phrases we now save their context for later use Some cleanup in phrases update code
3 Months 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
3 Months Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
3 Months Ago
Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality Got lost during the rewrite Tests: 2p on Craggy with UsePlayerUpdateJobs 2
3 Months Ago
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3 Months Ago
fix mannequin prefab rendering
3 Months Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
3 Months Ago
restore_old_sorting -> main
3 Months Ago
Baked defaults into play prefab
3 Months Ago
Define sockets for square floor
3 Months Ago
Changed default orderBy string to match new intended behaviour
3 Months Ago
Restore default sorting to be ping then pop (like the old menu)
3 Months Ago
Define faces and edges for a normal wall
3 Months 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
3 Months Ago
Fixed notify LOD notifing the wrong object
3 Months Ago
Added toggleable working lighting, needs some work to make it prettier
3 Months Ago
Missed files
3 Months 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
3 Months 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
3 Months 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