reporust_rebootcancel

142,796 Commits over 4,413 Days - 1.35cph!

Yesterday
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
Yesterday
Fix pool cue viewmodel not spawning
Yesterday
- Manifest - Force mount the pool table mountable on use
Yesterday
Remove remaining game logic from pool table
Yesterday
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
Yesterday
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Yesterday
Merge from missionobjective_findentities_optim
Yesterday
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
Yesterday
Cleanup
Yesterday
Remove turn animations from AK, seems to break stuff even tho they aren't used
Yesterday
updated the building topology and added a collider for tree guards
Yesterday
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
Yesterday
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
Yesterday
Clean(tests): same for MovePlayer Tests: ran unit tests
Yesterday
Push up temp animations and angles for turn in place, maybe they can be used as reference
Yesterday
Add secondary motion/foot scatter, re-format fields
Yesterday
Clean(tests): UpdateSubs injectLastVis default to true now Tests: ran unit tests
2 Days Ago
Ceiling lights just use the HasPower flag instead of On
2 Days Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
2 Days Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
2 Days Ago
Train tunnel light fixture material fixes.
2 Days Ago
fixed wrong conditional
2 Days Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
2 Days Ago
merge from reset_groups_command
2 Days 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 Days 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 Days Ago
merge from mortar_prototype
2 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
2 Days Ago
Improve mortar uneven ground placement error
2 Days Ago
merge from main
2 Days Ago
Updating fpbconfig json with details for azure artifact signing
2 Days Ago
Fixed broken fixtures.
2 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
2 Days Ago
using HasSubscribers method instead of manual check
2 Days Ago
Id and NRE fixes
2 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
2 Days 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 Days Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
2 Days Ago
FakePlayer tweaks
2 Days 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 Days Ago
skip sending batched packets to groups with no subscribers
2 Days Ago
SimpleLight sends on/off flags through batched system
2 Days 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 Days Ago
Forgot Circuit.cs
2 Days 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 Days Ago
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
2 Days Ago
FakePlayer improvements + Test fixes