129,004 Commits over 4,201 Days - 1.28cph!

2 Months 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
2 Months 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
2 Months Ago
Fix unity_BaseCommandID not being set on Mac
2 Months Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
2 Months Ago
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
2 Months Ago
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
2 Months Ago
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2 Months 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
2 Months Ago
Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
2 Months Ago
bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
2 Months Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
2 Months Ago
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
2 Months Ago
update from main
2 Months Ago
merge from gesturewheel_cinematic_fix
2 Months Ago
Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
2 Months Ago
When updating the phrases we now save their context for later use Some cleanup in phrases update code
2 Months 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
2 Months Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
2 Months Ago
Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality Got lost during the rewrite Tests: 2p on Craggy with UsePlayerUpdateJobs 2
2 Months Ago
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2 Months Ago
fix mannequin prefab rendering
2 Months Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
2 Months Ago
restore_old_sorting -> main
2 Months Ago
Baked defaults into play prefab
2 Months Ago
Define sockets for square floor
2 Months Ago
Changed default orderBy string to match new intended behaviour
2 Months Ago
Restore default sorting to be ping then pop (like the old menu)
2 Months Ago
Define faces and edges for a normal wall
2 Months Ago
Proper MVP implementation of "full base heating" - add ability to define faces & edges of each building block - draw gizmos to visually confirm what you are defining
2 Months Ago
Fixed notify LOD notifing the wrong object
2 Months Ago
Added toggleable working lighting, needs some work to make it prettier
2 Months Ago
Missed files
2 Months Ago
Left mouse button when holding a water jug / water bucket now pours (up to) 5% of the container's max amount from its inventory. Still needs animation setup. A gradual pour over time rather than a throw of a smaller amount may be nicer, needs more thinking. Video: https://files.facepunch.com/jacob/1b1111b1/Unity_Q6cXeVt4NE.mp4
2 Months Ago
WIP crosshair customization, added the following convars to control the appearance and behaviour of the crosshair: - mode: 0=static, always visible | 1=static, hidden during ADS | 2=dynamic, adjusts to accuracy, hidden during ADS - style: 0=full | 1=no dot | 2=only dot | 3=T-shape no dot | 4=T-shape with dot - color: 0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan - dotsize: Size of center dot [0-5] - spacing: Distance of the outer lines to the center dot [0-3] - outline: Outline enabled [true/false] - outlinecolor: 0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan Demo: https://files.facepunch.com/cipeaX/2025/August/11_19-02-AttractiveLacewing.mp4
2 Months Ago
Hackweek XIII | Sparrow Missile Tiki Torch - Initial prefab setup as campfire, new model with different fire effect, lights up and extinguishes correctly, set up namings and item
2 Months Ago
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
2 Months Ago
Liquid vessels that could throw out all their contents with left mouse button now require holding ALT at the same time to throw out all contents - making way for left mouse button by itself to gradually pour water
2 Months Ago
merge from skinviewer_db_fix
2 Months Ago
Fixed double barrel sight UV issue in the skin viewer
2 Months Ago
Update: ServerOcclusion - add a global cache of all player pair results that lives for a frame - Cache is valid after it's been updated, controlled via OcclusionCanUseFrameCache Optimizes SendEntityUpdates and anything in the end of frame invokes by skipping LOS checks. This doesn't affect tick confirmation due to code ordering - will have to reorganize that Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Rin
2 Months Ago
Added test seating and storage box (Broken) https://files.facepunch.com/Rin/2025/08/Unity_C8PJUT12hL.mp4
2 Months Ago
Better script split off (keep relevant scripts under client objects where required)
2 Months Ago
fix after main merge
2 Months Ago
Clean: use ReadOnlySpan in SendEntitySnapshots/-WithChildren Tests: compiles in editor
2 Months Ago
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
2 Months Ago
Better setup
2 Months Ago
merge from main
2 Months Ago
2 Months Ago
Fix for EventRecord pooling error