123,592 Commits over 4,171 Days - 1.23cph!
Added test seating and storage box (Broken)
https://files.facepunch.com/Rin/2025/08/Unity_C8PJUT12hL.mp4
Better script split off (keep relevant scripts under client objects where required)
Clean: use ReadOnlySpan in SendEntitySnapshots/-WithChildren
Tests: compiles in editor
Update: SendEntityUpdates - don't try to skip occlusion explicitly
Bit of a 180 turn. Current code is problematic to optimize at high level - but it will be easier if we introduce a global occlusion pair cache. At least I hope.
Tests: compiles in editor
Fix for EventRecord pooling error
Buildfix: TryRemove -> Remove
Tests: editor compiles
Always lerp the left hand target, so its not being aggressively set. Eg if you let go of the throttle we will gradually move back to a steering hand position rather than snapping
Update: bring back non-concurrent dict for BasePlayer.lastPlayerVisibility
Tests: none, trivial change
Update: OcclusionSendUpdates - rewrite lost pair handling to gather->send form
Should enable to revert back to non-concurrect dictionary for BasePlayer.lastPlayerVisibility
Tests: 2p session on craggy with UsePlayerUpdateJobs 0 and 2
RHIB maps move to follow RHIB position
merge from voicevolume_slider_fix
Restored voice slider range 0-5
Clean: OcclusionSendUpdates - factor out SendEntitySnapshotsWithChildren
Decided against merging SendEntitySnapshotsWithChildren and SendEntitySnapshots, as -WithChildren relies on grouped sending - it would complicate the code unnecessarily.
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
merge from ui_mipmaps_fixes
Clean: SendEntityUpdates - refactor out SendEntitySnapshots
Prepping for server occlusion unification
Tests: none, simple change
merge from ddraw_menu_hide
Update: SendEntityUpdates - add parallel sending of snapshots
It's incomplete, but now the similarities with OcclusionSendUpdates are more clear and can be unified. Also revelaed a bunch of concerns with ShouldNetworkTo and deferring to parent choice.
Tests: 2p on Craggy with UsePlayerUpdateJobs 2. Observed animal desync, but weirdly it was still there after setting UsePlayerUpdateJobs 0 and reconnecting - will investigate later.
More icons tagged as UI mipmap group
Contact menu mugshots ignore mip maps limit
Removed mip maps generation on server map image
Removed mip maps generation on server image in the browser
Bugfix: OcclusionSendUpdates - fix up wrong last batch size calculation
- also removed dead variables
- removed FoundMain/Worker to SendAsSnapshotMain/Worker
Tests: none, trivial changes
Loading screen images are ignoring mip map levels
broke mannequin even further by updating individual body part prefabs
merge from particlesystem_warnings_fix
Merge from spraycan_toast
Update: SendEntityUpdates - plug in occlusion fast path
- use-after-free bugfix
Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Merge from gamemodes_workbench_fix
clothing mannequin updated model and material
Tagged all icons to use the UI mipmap group
Merge from fix_uselegacyworkbenchinteraction
Added a new mipmap group for UI assets, unaffected by global mipmap limit
Fix convar server.uselegacyworkbenchinteraction
merge from new_menu2/pilotpack_storepage
merge from horse_grounded_fix
Update store prefab too for tile videos
Add the pilot pack video media
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Fix workbench tech trees being wrong in softcore.
Reverts previous change to vanilla gamemode, should no longer be neccessary. All gamemode tech trees should now be functioning correctly.
Extend SpecialPurposeCamera to optionally use material render pass instead of clear, and add new subtractive shader for displacement reduction over time instead of instantaneous