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134,570 Commits over 4,444 Days - 1.26cph!

40 Days Ago
Codegen
40 Days Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
40 Days Ago
merge from decorative plants hackweek
40 Days Ago
Merge from missionobjective_findentities_optim
40 Days Ago
Fix some objectives searching on layers which are no good on the client
40 Days Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
40 Days Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
40 Days Ago
Fix pool cue viewmodel not spawning
40 Days Ago
- Manifest - Force mount the pool table mountable on use
40 Days Ago
Remove remaining game logic from pool table
40 Days Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
40 Days Ago
Merge from missionobjective_findentities_optim
40 Days Ago
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
40 Days Ago
Cleanup
40 Days Ago
Remove turn animations from AK, seems to break stuff even tho they aren't used
40 Days Ago
updated the building topology and added a collider for tree guards
40 Days Ago
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
40 Days Ago
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
40 Days Ago
Clean(tests): same for MovePlayer Tests: ran unit tests
40 Days Ago
Push up temp animations and angles for turn in place, maybe they can be used as reference
40 Days Ago
Add secondary motion/foot scatter, re-format fields
40 Days Ago
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
40 Days Ago
Ceiling lights just use the HasPower flag instead of On
40 Days Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
40 Days Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
40 Days Ago
Train tunnel light fixture material fixes.
40 Days Ago
fixed wrong conditional
40 Days Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
40 Days Ago
merge from reset_groups_command
40 Days Ago
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.
40 Days Ago
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
40 Days Ago
merge from mortar_prototype
40 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
40 Days Ago
Improve mortar uneven ground placement error
40 Days Ago
merge from main
40 Days Ago
Updating fpbconfig json with details for azure artifact signing
40 Days Ago
Fixed broken fixtures.
40 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
40 Days Ago
using HasSubscribers method instead of manual check
40 Days Ago
Id and NRE fixes
40 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
40 Days Ago
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
40 Days Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
40 Days Ago
FakePlayer tweaks
40 Days Ago
Added a basic GamePhysics.Trace depth culling test for non-instanced texts https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
40 Days Ago
skip sending batched packets to groups with no subscribers
40 Days Ago
SimpleLight sends on/off flags through batched system
40 Days Ago
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
40 Days Ago
Forgot Circuit.cs
40 Days Ago
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings