133,812 Commits over 4,262 Days - 1.31cph!

Yesterday
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs) This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
Yesterday
Merge from botcollider_optim
Yesterday
merge from naval_update
Yesterday
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
Yesterday
merge from settings_fixes
Yesterday
merge from store_gallery
Yesterday
Revert accidental change to skin viewer texture resolution, needs more testing
2 Days Ago
Update server version mismatch disconnect messages. Minor adjustments to HLMV * Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing * Title always contains program name * Prevent materials being deduplicated in the material list, so all missing materials now show Fixed a particle related crash Fixed normal map for Shotgunner Combine Soldier player model Added 3rd skin to Combine Soldier player model * It's the skin for the updated combine soldier texture from Episode 2 Fixed wall slams playing wrong physics sound * Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on Custom Spawnmenu position function for view models
2 Days Ago
Merge: from networkcache_stalegroup - Bugfix for vanishing child entities (l-ike drybox on rhib) Tests: spawned rhib, teleported far then back after pause, paused again - all parts stayed in place
2 Days Ago
Bugfix: fix missing child entities (like drybox on rhib) by invalidating network cache on netgroup change Previously if parent moved it would update the network group of the hierarchy, but only parent would have it's cache invalidated. This meant that it was possible for child to be with a netgroup outside of network range, while parent is in network range. Tests: on Craggy, took rhib and drove it from E4 to a row above E0, teleported back to E4, waited for boat to stream out, teleported to boat and waited a bit - it stayed in place (previously drybox would disappear)
2 Days Ago
Fix scientists not moving
2 Days Ago
Fix scientists fsms being added to client budget queue in editor
2 Days Ago
Birthday candle hat reposed
2 Days Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
2 Days Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
2 Days Ago
Replace navmodifiers with navvolumes
2 Days Ago
Halloween mummy reposed
2 Days Ago
Re-enable scientists on deep sea islands
2 Days Ago
Make sleeping component server only
2 Days Ago
reduced packed blend mask resolution.
2 Days Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
2 Days Ago
Readd new scientists to oilrigs
2 Days Ago
Added mannequin skinset to player model
2 Days Ago
Fix leg animator causing the player model to clip through the camera in first person mode.
2 Days Ago
Mannequin repose - not working yet
2 Days Ago
Fix `-nosteam` no longer working in editor. (Preferences -> Facepunch -> Disable platform services editor pref)
2 Days Ago
- removed offset transforms in prefab (in preparation for new anims to be exported at the origin) - re-introduced 0.7 scaling (not able to set to 1 due to issues with scope attachments)
3 Days Ago
set lod distances further to 5% on balloon clumps
3 Days Ago
Replace ServerUpdateBots with a PersistentObjectWorkQueue In a test of 500 bots on the server (about baseline on an empty server) this was taking 0.25ms because it looped over every entity, every frame. The internal logic is time gated so it would only actually check/modify 5-15 each frame WorkQueue is budgeted at 0.05ms and goes through as many as possible in a frame within that window As this might result in some bot colliders temporarily being the wrong size for a frame or two I've added manual forced collider size updates when a player state changes that we are otherwise checking in the update process (mounting/dismounting/wounding/crawling) to minimise any delays
3 Days Ago
Merge from naval_update
3 Days Ago
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
3 Days Ago
Vertex colours visual for edit mode
3 Days Ago
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
3 Days Ago
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client Should save 0.1ms a frame
3 Days Ago
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
3 Days Ago
Remove wrong assertion
3 Days Ago
Remove wrong assertion
3 Days Ago
Merge from main Only conflict is cake.entity, auto resolved
3 Days Ago
Fixed settings slider jittering when dragged
3 Days Ago
Fixed settings resetting convars set above the max value
4 Days Ago
merge from cardgames_atlas
4 Days Ago
Compressed and atlased card games UI sprites, should save around 100mb ram
5 Days Ago
Frankenstein_monster_03 torso/legs/head repose
5 Days Ago
5 Days Ago
merge from console_autocompletion_contains
5 Days Ago
Sort StartsWith console autocompletion before Contains
5 Days Ago
merge from main
5 Days Ago
Ensure we don't load saverestore files from mountable games
5 Days Ago
Dracula fixes and Scarecrow repose
5 Days Ago
Remove repeated allocations from getting missions from the mission manifest