147,172 Commits over 4,444 Days - 1.38cph!

4 Minutes Ago
Lowercased VideoPlayer dialog prefab path (solves the path conversion to lowercase warning)
10 Minutes Ago
Post merge fixes
20 Minutes Ago
merge from main
20 Minutes Ago
merge from attachment_charms/skinviewer
23 Minutes Ago
fixed Paintable shop sign at apartments zfighting in paint view
27 Minutes Ago
Billboard tests
35 Minutes Ago
Fixed renderers being disabled on spawn right before we strip the LOD components
40 Minutes Ago
Fixed client.playvideo (and server.broadcastplayvideo) getting stuck at the first frame (regression from Unity 6) Before: https://files.facepunch.com/raul/1b1011b1/10_16-49-FoolhardyFruitfly.mp4 After: https://files.facepunch.com/raul/1b1011b1/10_16-50-BrightApe.mp4
57 Minutes Ago
merge from spraycan_reskin_refactor
1 Hour Ago
Fix an edge case of errors when reskinning snowmobiles after they were saveloaded Child entity (fuel tank, storage) spawn order can vary after a server restart, causing a mismatch when trying to restore inventories using the child indices - add fallback to match by just prefab id For extra safety add more logging, and a fallback for the fallback - should anything go wrong with restoring containers, drop any leftover items instead of leaking them
1 Hour Ago
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform - allows simulation to not be affected by VM-scaling, should be significantly more stable
1 Hour Ago
Update the test commands to just use the final stage
1 Hour Ago
Charms are spawned by the skin viewer using a common template Limited vertical drag movements when inspecting charms, BC isnt working well, we'd have to set custom constraints for the skin viewer only
1 Hour Ago
Ensure all FormatBytes cases display capitalised KB/MB because we are dealing in bytes, not bits. Was driving me crazy displaying kb/mb everywhere when we are using bytes, not bits
1 Hour Ago
Port cannons and mortars over to animation subsystems, create sub controllers for both, add additive toggle for one shot subsystems.
1 Hour Ago
main -> autofind_deployable_snapping
1 Hour Ago
secondary_connection_voices_fix -> main
1 Hour Ago
Fix VOIP bugging out over CCTV cameras Prevent connections from being added twice: once through the secondary connections then once through the regular path
2 Hours Ago
set dressing progress on 1st floor of wing
2 Hours Ago
merge from main
3 Hours Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
3 Hours Ago
Manifest, localization
3 Hours Ago
Merge from main
3 Hours Ago
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
3 Hours Ago
Charms can be inspected using the skin viewer
3 Hours Ago
merge from vending_mapmarker_pooling_fix
3 Hours Ago
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
3 Hours Ago
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
3 Hours Ago
Manifest, codegen, localization
3 Hours Ago
Merge: from main
3 Hours Ago
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
set dressing progress on 1st floor of wing lower ao factor on broken tiles material
3 Hours Ago
Quick test of a 2 stage descent
3 Hours Ago
Hairbun/ponytail proper material assignment in import settings
3 Hours Ago
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
3 Hours Ago
Remade ponytail/bun wood helmet conditionals (with consistent vertex order) Re-applied skin to all ponytail/bun meshes to keep bone list consistent Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
3 Hours Ago
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4 Hours Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
4 Hours Ago
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
4 Hours Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
4 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Fix old navmesh agent being enabled even when using new navmesh
4 Hours Ago
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
4 Hours Ago
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4 Hours Ago
Check charm ownership when firing the UpdateAccessoryOnItem rpc
4 Hours Ago
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4 Hours Ago
steam_retry_button_fix -> main