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142,742 Commits over 4,413 Days - 1.35cph!

Today
Clean(tests): same for MovePlayer Tests: ran unit tests
Today
Push up temp animations and angles for turn in place, maybe they can be used as reference
Today
Add secondary motion/foot scatter, re-format fields
Today
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
Today
Ceiling lights just use the HasPower flag instead of On
Today
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
Today
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
Today
Train tunnel light fixture material fixes.
Today
fixed wrong conditional
Today
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
Today
merge from reset_groups_command
Today
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.
Today
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
Today
merge from mortar_prototype
Today
moved SendBufferedFlagChanges outside of circuit loop
Today
Improve mortar uneven ground placement error
Today
merge from main
Today
Updating fpbconfig json with details for azure artifact signing
Today
Fixed broken fixtures.
Today
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
Today
using HasSubscribers method instead of manual check
Id and NRE fixes
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
Today
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
Today
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
Today
FakePlayer tweaks
Today
Added a basic GamePhysics.Trace depth culling test for non-instanced texts https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
Today
skip sending batched packets to groups with no subscribers
Today
SimpleLight sends on/off flags through batched system
Today
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
Today
Forgot Circuit.cs
Today
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings
Today
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
Today
FakePlayer improvements + Test fixes
Today
Moved the tick to every frame Added timings command to debug circuit perf
Today
Codegen
Today
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Today
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
Today
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Today
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Today
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
Today
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
Today
Compile fixes
Today
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
Today
merge from automated_testing
Today
Possibly fix some tests failing
Today
merge from main
Yesterday
Show icons on the marketplace terminals
Yesterday
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
Yesterday
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