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136,857 Commits over 4,474 Days - 1.27cph!

2 Months Ago
Cleanup
2 Months Ago
Remove turn animations from AK, seems to break stuff even tho they aren't used
2 Months Ago
updated the building topology and added a collider for tree guards
2 Months Ago
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
2 Months Ago
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
2 Months Ago
Clean(tests): same for MovePlayer Tests: ran unit tests
2 Months Ago
Push up temp animations and angles for turn in place, maybe they can be used as reference
2 Months Ago
Add secondary motion/foot scatter, re-format fields
2 Months Ago
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
2 Months Ago
Ceiling lights just use the HasPower flag instead of On
2 Months Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
2 Months Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
2 Months Ago
Train tunnel light fixture material fixes.
2 Months Ago
fixed wrong conditional
2 Months Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
2 Months Ago
merge from reset_groups_command
2 Months 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.
2 Months 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
2 Months Ago
merge from mortar_prototype
2 Months Ago
moved SendBufferedFlagChanges outside of circuit loop
2 Months Ago
Improve mortar uneven ground placement error
2 Months Ago
merge from main
2 Months Ago
Updating fpbconfig json with details for azure artifact signing
2 Months Ago
Fixed broken fixtures.
2 Months Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
2 Months Ago
using HasSubscribers method instead of manual check
2 Months Ago
Id and NRE fixes
2 Months Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
2 Months 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
2 Months Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
2 Months Ago
FakePlayer tweaks
2 Months Ago
Added a basic GamePhysics.Trace depth culling test for non-instanced texts https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
2 Months Ago
skip sending batched packets to groups with no subscribers
2 Months Ago
SimpleLight sends on/off flags through batched system
2 Months 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
2 Months Ago
Forgot Circuit.cs
2 Months 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
2 Months Ago
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
2 Months Ago
FakePlayer improvements + Test fixes
2 Months Ago
Moved the tick to every frame Added timings command to debug circuit perf
2 Months Ago
Codegen
2 Months Ago
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
2 Months Ago
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2 Months Ago
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
2 Months Ago
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
2 Months Ago
Compile fixes
2 Months Ago
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
2 Months Ago
merge from automated_testing
2 Months Ago
Possibly fix some tests failing
2 Months Ago
merge from main