201,330 Commits over 4,171 Days - 2.01cph!

50 Minutes Ago
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1 Hour Ago
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1 Hour Ago
fix mannequin prefab rendering
3 Hours Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
3 Hours Ago
restore_old_sorting -> main
3 Hours Ago
Baked defaults into play prefab
3 Hours Ago
Define sockets for square floor
3 Hours Ago
Changed default orderBy string to match new intended behaviour
3 Hours Ago
Restore default sorting to be ping then pop (like the old menu)
4 Hours Ago
Define faces and edges for a normal wall
4 Hours Ago
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
4 Hours Ago
Fixed notify LOD notifing the wrong object
4 Hours Ago
Added toggleable working lighting, needs some work to make it prettier
4 Hours Ago
Missed files
4 Hours Ago
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
4 Hours Ago
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
5 Hours Ago
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
5 Hours Ago
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
5 Hours Ago
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
5 Hours Ago
merge from skinviewer_db_fix
5 Hours Ago
Fixed double barrel sight UV issue in the skin viewer
5 Hours Ago
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
6 Hours Ago
Added test seating and storage box (Broken) https://files.facepunch.com/Rin/2025/08/Unity_C8PJUT12hL.mp4
6 Hours Ago
Better script split off (keep relevant scripts under client objects where required)
Today
fix after main merge
Today
Clean: use ReadOnlySpan in SendEntitySnapshots/-WithChildren Tests: compiles in editor
Today
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
Today
Better setup
Today
merge from main
Fix for EventRecord pooling error
Today
Buildfix: TryRemove -> Remove Tests: editor compiles
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
Today
Update: bring back non-concurrent dict for BasePlayer.lastPlayerVisibility Tests: none, trivial change
Today
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
RHIB maps move to follow RHIB position
Today
merge from voicevolume_slider_fix
Today
Restored voice slider range 0-5
Today
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
Today
merge from ui_mipmaps_fixes
Today
Death screen icons fixes
Today
Clean: SendEntityUpdates - refactor out SendEntitySnapshots Prepping for server occlusion unification Tests: none, simple change
Today
merge from ddraw_menu_hide
Today
Update: SendEntityUpdates - add parallel sending of snapshots It's incomplete, but now the similarities with OcclusionSendUpdates are more clear and can be unified. Also revelaed a bunch of concerns with ShouldNetworkTo and deferring to parent choice. Tests: 2p on Craggy with UsePlayerUpdateJobs 2. Observed animal desync, but weirdly it was still there after setting UsePlayerUpdateJobs 0 and reconnecting - will investigate later.
Today
More icons tagged as UI mipmap group
Today
Contact menu mugshots ignore mip maps limit
tugboat_rug_fix -> main
Today
Removed mip maps generation on server map image
Today
Removed mip maps generation on server image in the browser
Today
Bugfix: OcclusionSendUpdates - fix up wrong last batch size calculation - also removed dead variables - removed FoundMain/Worker to SendAsSnapshotMain/Worker Tests: none, trivial changes