reporust_rebootcancel

142,779 Commits over 4,413 Days - 1.35cph!

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