125,204 Commits over 4,171 Days - 1.25cph!

27 Days Ago
Remove old unused job code
27 Days Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
27 Days Ago
More progress on bunker outside blockout WIP
27 Days Ago
Clean: split up FinalizeTickParallel monstrosity This is end of prep to rearrange systems for better occlusion cache reuse Tests: 2p session on craggy with UsePlayerUpdateJobs 1 and 2
27 Days Ago
Merged engine.json and phrases.json into a single file
27 Days Ago
Phrase update only look for code declared phrases Added "Update Phrases Usage", which is basically the old update scanning the whole project, collecting everything and saving where phrases are used
27 Days Ago
Created prefabs and icons for charity plushies 2 and 3. Updated charity plushie 02 mesh. Created icon for charity plushie 01
27 Days Ago
Added zombie model along with the anims
27 Days Ago
Update: add native list expand to GatherPlayersToUpdate No effect in current case, but can prevent surprise exceptions in the future if reused Tests: none, trivial change
27 Days Ago
Clean: minor refactor of ServerUpdatePlayerTick Getting ready to shuffle system steps around, to re-expand occlusion cache and potentially reduce network traffic Tests: none, trivial changes
27 Days Ago
Bugfix: avoid stale occlusion results for new occludeeds Didn't realize UpdateSubscriptions modifies occludees - this returns a bunch of overhead. Will try to fix next. Tests: none, trivial change
27 Days Ago
Optim: deduplicate occlusion queries Saves 15-50% in 1k baseplayer pairs parallel occlusion perf tests. Tests: occlusion unit tests
27 Days Ago
Chandelier - adjusted alpha cutoff value for bike chain materials
Rin
27 Days Ago
merge from main
27 Days Ago
more_browser_fixes -> main
27 Days Ago
Fix bug showing 'prioritise premium' as being off even though it was on
27 Days Ago
merge from tmp_error_fix
27 Days Ago
Compile fix
27 Days Ago
merge from tmp_error_fix
27 Days Ago
FillCharacterVertexBuffers error fix attempt, backported from a never TMP version
27 Days Ago
Set 'ShowEmpty' to false by default Update tab boxes on open
27 Days Ago
Crappy visualization method of connected links so I can make a video of it working
27 Days Ago
Handle case of one face connecting to two other faces with the same angle by choosing the face that is closer - bottom face of wall connecting to top + bottom faces of a wall via the side socket - fixes so bottom <-> bottom and top <-> top since they are closer
27 Days Ago
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
27 Days Ago
Temp fix for TextTable Pooling error NRE so I can use breakpoints
27 Days Ago
Commit bunch of stuff - setup faces & edges when setting up entity links (edges are essentially groups of entity links) - add 'printfaces' command to debug what faces are closest and what edges are considered connected - after a "bit" of trial and error grab the old "CalculateAngle()" method from previous hackweek and rewrite it - be greedy and recalculate all closest faces whenever links change (instead of being smart with caching, it's a hackweek) - all that should be left is debugging why certain faces don't want to consider themselves connection candidates
27 Days Ago
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27 Days Ago
Improvised walkways more meshes
27 Days Ago
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27 Days Ago
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27 Days Ago
work around crash when undoing changes on Sky Dome when playing
27 Days Ago
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27 Days Ago
Clean: ServerOcclusionJobs.Algorithm uses int3 instead of SubGrid Simplifies the code a bit Tests: ran unit tests
27 Days Ago
Clean: get rid of non-burst CalculatePathBetweenGrids - Also removed obsolete tests We've been using burst version for a bit, and with current fixes it balooned to too many lines of code Tests: ran unit tests
27 Days Ago
Missile Tiki Torch - Added textures, updated model, added gibs, colliders, LODs, Icon, wind shader, sounds, tweaked lights and fire https://files.facepunch.com/mauroavalos/1b1311b1/13_15-17-UntimelyCuttlefish.mp4
28 Days Ago
Bug fixes following Phrase english field set to non serialized
28 Days Ago
saving bunker blockout wip
28 Days Ago
added model, materials and textures for charity plushie 2 and 3
28 Days Ago
Added custom wooden door for farm barge kiosk (mesh still WIP and not merged)
28 Days Ago
Bugfix: apply same neighbour occlusion fix to jobs Perf tests of 100k paths show degradation (serial +25%, parallel +52%), but perf tests for 10k baseplayer occlusion show negligeble impact (serial -9%, parallel +1%). Tests: occlusion unit tests pass
28 Days Ago
Bugfix: reimplement occlusion neighbour logic in non-burst flow - Added anothed optim todo now that we have axis-count-specific neighbour checks This partially fixes the failing test (it still fails since now it trips up in burst version) Tests: ran unit tests
28 Days Ago
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28 Days Ago
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked
28 Days Ago
Merge: from baseplayer_serverupdateparallel
28 Days Ago
Prototype crosshair editor section in the options menu, lets you configure your crosshair with a live preview: https://files.facepunch.com/cipeaX/2025/August/13_16-47-NiftyUlyssesbutterfly.mp4
28 Days Ago
Update: disable bidirectional occlusion caching for now - Left a couple optim/safety todos This fixes the batch vs serial baseplayer occlusion consistency test, but one CantSee fails as expected. Going to fix it in a child branch, as that currently blocks more optims. Tests: ran relevant unit tests
28 Days Ago
prison update, prison barge made into prefab
28 Days Ago
Moved files around and renamed some classes
28 Days Ago
Removed test code