reporust_rebootcancel

144,817 Commits over 4,444 Days - 1.36cph!

23 Days Ago
merge from mortar_prototype
23 Days Ago
moved SendBufferedFlagChanges outside of circuit loop
23 Days Ago
Improve mortar uneven ground placement error
23 Days Ago
merge from main
23 Days Ago
Updating fpbconfig json with details for azure artifact signing
23 Days Ago
Fixed broken fixtures.
23 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
23 Days Ago
using HasSubscribers method instead of manual check
23 Days Ago
Id and NRE fixes
23 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
23 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
23 Days Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
23 Days Ago
FakePlayer tweaks
23 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
23 Days Ago
skip sending batched packets to groups with no subscribers
23 Days Ago
SimpleLight sends on/off flags through batched system
23 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
23 Days Ago
Forgot Circuit.cs
23 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
23 Days Ago
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
23 Days Ago
FakePlayer improvements + Test fixes
23 Days Ago
Moved the tick to every frame Added timings command to debug circuit perf
23 Days Ago
Codegen
23 Days Ago
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23 Days Ago
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
23 Days Ago
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23 Days Ago
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23 Days Ago
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
23 Days Ago
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
23 Days Ago
Compile fixes
23 Days Ago
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
23 Days Ago
merge from automated_testing
23 Days Ago
Possibly fix some tests failing
23 Days Ago
merge from main
24 Days Ago
Show icons on the marketplace terminals
24 Days Ago
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right
24 Days Ago
Added a new Drone Availability Manager entity Exposes a variety of options for limiting the use of vending machine drones MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms MarketDrone.drone_disable_at_night - disables drone purchases at night MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
24 Days Ago
Adjust both arms curve on torch attack animations
24 Days Ago
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24 Days Ago
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
24 Days Ago
Move to new folder
24 Days Ago
Update: pool.usemutexpool convar (default 0) to optionally revert to original pool - ran codegen(skipping protobuf due to mac weirdness) Tests: booted into craggy and toggled the var. Checked pool capacities via pool.print_memory
24 Days Ago
merge from automated_testing
24 Days Ago
Moved server block in TestScenario_RocketSplashDamage
24 Days Ago
Don't catch exceptions in WrapTestAsCoroutine
24 Days Ago
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
24 Days Ago
Bug fixes and optims, only snapshots dirty slots
24 Days Ago
Added cube variants of the br_sphere family, CubeEntity with size lerping support https://files.facepunch.com/raul/1b1311b1/cube_vis.jpg https://files.facepunch.com/raul/1b1311b1/cubes_showcase.mp4
24 Days Ago
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24 Days Ago
Increased LOD2 on the apple tree again... Added a very small chance for apples to fall just by hitting the tree (this will not happen to trees with beehives on). https://files.facepunch.com/LukeD/2026/05/Unity_ZUViSdEn7h.mp4 Now I can finally work on my magnum opus, adding coconuts to trees in the deep sea.