128,914 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                Caged in fuel_barrel_black objects on small oilrig (1 set of 8, 1 set of 4) and replaced 4 other fuel_barrel_black objects with fuel_barrel_red as they are too visually similar to the diesel barrel pickupables. Ran S2P.
 
                
                
                
                
                
             
         
        
            
            
            
                
                More set dressing of farm barge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
 
                
                
                
                
                
             
         
        
            
            
            
                
                mission_isstarted_nre -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improvised walkways progress
 
                
                
                
                
                
             
         
        
            
            
            
                
                Try/catch mission think system
 
                
                
                
                
                
             
         
        
            
            
            
                
                Assembly contexts for code declared phrases
Better de-duping and type skip when generating the phrases
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reworked pouring so it uses a start and stop RPC. Holding left mouse button will pour (up to) 50ml out of the container every 0.5s (100ml/s), stop holding left mouse button and pouring stops.
Needs bespoke animations and visual effects, something like a continuous stream pouring out when the item is tilted over.
Video: https://files.facepunch.com/jacob/1b1211b1/Unity_0KbTAw2Am2.mp4
 
                
                
                
                        
                
                
             
         
        
            
            
            
                
                mission_isstarted_nre -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix mission 'is started' NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow AI to drive anything derived from BaseVehicle
New custom upload loop. Safely turned on/off if AI is assigned
HasDriver flag set but mounting logic stays the same
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable 3052 materials for instancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: TestLineOfSight - properly enforce non-job mode in relevant cases
Tests: ran test sets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: TestLineOfSight - validate reverse paths
Looks like some occlusion checks might fail reverse paths. That's an uh-oh.
Tests: ran above set, got a failure
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: ServerOcclusionTests - generated data set now contains similar pairs
Interestingly, this trips up consistency test - will investigate
Tests: ran TestOcclusionLineOfSight_Consistency
 
                
                
                
                
                
             
         
        
            
            
            
                
                Detailed context when updating phrases
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs
Tests: ran the set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: ServerOcclusionTests - standardize test naming
Tests: ran test set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs
This further shrinks runtimes, as previously we generated waaaay too many
Tests: ran ServerOcclusionTests set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel
By properly constructing and caching base players - tests now take less than a second.
Tests: ran test set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: add TestOcclusionLineOfSight_PerfSerial/-Parallel
Both run for too long - likely due to how I create players for the tests. Will fix next
Tests: ran the new set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs
Tests: ran the test set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added crosshair codes. Can be generated from the current crosshair settings, and then easily loaded at a later time or shared with other people:
https://files.facepunch.com/cipeaX/2025/August/12_13-59-FrankGrasshopper.mp4
 
                
                
                
                        
                
                
             
         
        
            
            
            
                
                Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency
Compares results between serial and batched versions.
Tests: ran the new test set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix unity_BaseCommandID not being set on Mac
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix stencil buffer incompatibility in Standard and Standard-Terrain
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: propagate network time from FinalizeTickParallel
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: NetworkPositionTick - remove extra InvalidateNetworkCache
Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▋▉ ██▄ ▅▍▇▄▊▄ ▊▍▍█ ▍▊▊▄▆▉▆▇ ▌▌█▆█ ▌ ▇▆▅▍█▊ ▇▍▌█▌▍▄.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
 
                
                
                
                
                
             
         
        
            
            
            
                
                bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: remove couple TODOs
- one was just completed
- another was overzealous
Tests: none, trivial changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: SendNetworkPositions - reuse occlusion query results
Tests: 2p on Craggy with UsePlayerUpdateJobs 2
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from gesturewheel_cinematic_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
 
                
                
                
                
                
             
         
        
            
            
            
                
                When updating the phrases we now save their context for later use
Some cleanup in phrases update code
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from connectedplayer_rewrite
Got far enough along in this direction and things seem to work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality
Got lost during the rewrite
Tests: 2p on Craggy with UsePlayerUpdateJobs 2