reporust_rebootcancel

129,319 Commits over 4,140 Days - 1.30cph!

Today
bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
Today
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
Today
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Today
update from main
Today
merge from gesturewheel_cinematic_fix
Today
Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
Today
When updating the phrases we now save their context for later use Some cleanup in phrases update code
Today
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
Today
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
Today
Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality Got lost during the rewrite Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Today
Backup
Yesterday
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Yesterday
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Yesterday
fix mannequin prefab rendering
Yesterday
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
Yesterday
restore_old_sorting -> main
Yesterday
Baked defaults into play prefab
Yesterday
Define sockets for square floor
Yesterday
Changed default orderBy string to match new intended behaviour
Yesterday
Restore default sorting to be ping then pop (like the old menu)
Yesterday
Define faces and edges for a normal wall
Yesterday
Proper MVP implementation of "full base heating" - add ability to define faces & edges of each building block - draw gizmos to visually confirm what you are defining
Yesterday
Fixed notify LOD notifing the wrong object
Yesterday
Added toggleable working lighting, needs some work to make it prettier
Yesterday
Missed files
Yesterday
Left mouse button when holding a water jug / water bucket now pours (up to) 5% of the container's max amount from its inventory. Still needs animation setup. A gradual pour over time rather than a throw of a smaller amount may be nicer, needs more thinking. Video: https://files.facepunch.com/jacob/1b1111b1/Unity_Q6cXeVt4NE.mp4
Yesterday
WIP crosshair customization, added the following convars to control the appearance and behaviour of the crosshair: - mode: 0=static, always visible | 1=static, hidden during ADS | 2=dynamic, adjusts to accuracy, hidden during ADS - style: 0=full | 1=no dot | 2=only dot | 3=T-shape no dot | 4=T-shape with dot - color: 0=white | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan - dotsize: Size of center dot [0-5] - spacing: Distance of the outer lines to the center dot [0-3] - outline: Outline enabled [true/false] - outlinecolor: 0=black | 1=green | 2=blue | 3=red | 4=yellow | 5=magenta | 6=cyan Demo: https://files.facepunch.com/cipeaX/2025/August/11_19-02-AttractiveLacewing.mp4
Yesterday
Hackweek XIII | Sparrow Missile Tiki Torch - Initial prefab setup as campfire, new model with different fire effect, lights up and extinguishes correctly, set up namings and item
Yesterday
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
Yesterday
Liquid vessels that could throw out all their contents with left mouse button now require holding ALT at the same time to throw out all contents - making way for left mouse button by itself to gradually pour water
Yesterday
merge from skinviewer_db_fix
Yesterday
Fixed double barrel sight UV issue in the skin viewer
Yesterday
Update: ServerOcclusion - add a global cache of all player pair results that lives for a frame - Cache is valid after it's been updated, controlled via OcclusionCanUseFrameCache Optimizes SendEntityUpdates and anything in the end of frame invokes by skipping LOS checks. This doesn't affect tick confirmation due to code ordering - will have to reorganize that Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Rin
Yesterday
Added test seating and storage box (Broken) https://files.facepunch.com/Rin/2025/08/Unity_C8PJUT12hL.mp4
Yesterday
Better script split off (keep relevant scripts under client objects where required)
Yesterday
fix after main merge
Yesterday
Clean: use ReadOnlySpan in SendEntitySnapshots/-WithChildren Tests: compiles in editor
Yesterday
Update: SendEntityUpdates - don't try to skip occlusion explicitly Bit of a 180 turn. Current code is problematic to optimize at high level - but it will be easier if we introduce a global occlusion pair cache. At least I hope. Tests: compiles in editor
Yesterday
Better setup
Yesterday
merge from main
Yesterday
Yesterday
Fix for EventRecord pooling error
Yesterday
Buildfix: TryRemove -> Remove Tests: editor compiles
Yesterday
Always lerp the left hand target, so its not being aggressively set. Eg if you let go of the throttle we will gradually move back to a steering hand position rather than snapping
Yesterday
Update: bring back non-concurrent dict for BasePlayer.lastPlayerVisibility Tests: none, trivial change
Yesterday
Update: OcclusionSendUpdates - rewrite lost pair handling to gather->send form Should enable to revert back to non-concurrect dictionary for BasePlayer.lastPlayerVisibility Tests: 2p session on craggy with UsePlayerUpdateJobs 0 and 2
Yesterday
RHIB maps move to follow RHIB position
Yesterday
merge from voicevolume_slider_fix
Yesterday
Restored voice slider range 0-5
Yesterday
Clean: OcclusionSendUpdates - factor out SendEntitySnapshotsWithChildren Decided against merging SendEntitySnapshotsWithChildren and SendEntitySnapshots, as -WithChildren relies on grouped sending - it would complicate the code unnecessarily. Tests: 2p session on Craggy with UsePlayerUpdateJobs 2