reporust_rebootcancel

123,263 Commits over 4,171 Days - 1.23cph!

23 Days Ago
Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
23 Days Ago
Caged in fuel_barrel_black objects on small oilrig (1 set of 8, 1 set of 4) and replaced 4 other fuel_barrel_black objects with fuel_barrel_red as they are too visually similar to the diesel barrel pickupables. Ran S2P.
23 Days Ago
More set dressing of farm barge
23 Days Ago
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
23 Days Ago
mission_isstarted_nre -> main
23 Days Ago
Improvised walkways progress
23 Days Ago
Try/catch mission think system
23 Days Ago
Assembly contexts for code declared phrases Better de-duping and type skip when generating the phrases
23 Days Ago
Reworked pouring so it uses a start and stop RPC. Holding left mouse button will pour (up to) 50ml out of the container every 0.5s (100ml/s), stop holding left mouse button and pouring stops. Needs bespoke animations and visual effects, something like a continuous stream pouring out when the item is tilted over. Video: https://files.facepunch.com/jacob/1b1211b1/Unity_0KbTAw2Am2.mp4
23 Days Ago
mission_isstarted_nre -> main
23 Days Ago
Fix mission 'is started' NRE
23 Days Ago
Allow AI to drive anything derived from BaseVehicle New custom upload loop. Safely turned on/off if AI is assigned HasDriver flag set but mounting logic stays the same
23 Days Ago
Enable 3052 materials for instancing
23 Days Ago
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
23 Days Ago
Tests: TestLineOfSight - validate reverse paths Looks like some occlusion checks might fail reverse paths. That's an uh-oh. Tests: ran above set, got a failure
23 Days Ago
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23 Days Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
23 Days Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
23 Days Ago
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
23 Days Ago
Detailed context when updating phrases
23 Days Ago
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
23 Days Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
23 Days Ago
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set
23 Days Ago
Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs This further shrinks runtimes, as previously we generated waaaay too many Tests: ran ServerOcclusionTests set
23 Days Ago
Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel By properly constructing and caching base players - tests now take less than a second. Tests: ran test set
23 Days 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
23 Days Ago
Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs Tests: ran the test set
23 Days 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
23 Days Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
23 Days Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
23 Days 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
23 Days 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
23 Days Ago
Fix unity_BaseCommandID not being set on Mac
23 Days Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
23 Days Ago
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
23 Days Ago
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
23 Days Ago
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23 Days 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
23 Days Ago
Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
23 Days Ago
bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
23 Days Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
23 Days Ago
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
23 Days Ago
update from main
23 Days Ago
merge from gesturewheel_cinematic_fix
23 Days Ago
Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
23 Days Ago
When updating the phrases we now save their context for later use Some cleanup in phrases update code
23 Days 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
23 Days Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
23 Days Ago
Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality Got lost during the rewrite Tests: 2p on Craggy with UsePlayerUpdateJobs 2
24 Days Ago
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