201,330 Commits over 4,171 Days - 2.01cph!
fix mannequin prefab rendering
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
restore_old_sorting -> main
Baked defaults into play prefab
Define sockets for square floor
Changed default orderBy string to match new intended behaviour
Restore default sorting to be ping then pop (like the old menu)
Define faces and edges for a normal wall
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
Fixed notify LOD notifing the wrong object
Added toggleable working lighting, needs some work to make it prettier
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
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
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
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
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
merge from skinviewer_db_fix
Fixed double barrel sight UV issue in the skin viewer
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
Added test seating and storage box (Broken)
https://files.facepunch.com/Rin/2025/08/Unity_C8PJUT12hL.mp4
Better script split off (keep relevant scripts under client objects where required)
Clean: use ReadOnlySpan in SendEntitySnapshots/-WithChildren
Tests: compiles in editor
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
Fix for EventRecord pooling error
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
Update: bring back non-concurrent dict for BasePlayer.lastPlayerVisibility
Tests: none, trivial change
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
merge from voicevolume_slider_fix
Restored voice slider range 0-5
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
merge from ui_mipmaps_fixes
Clean: SendEntityUpdates - refactor out SendEntitySnapshots
Prepping for server occlusion unification
Tests: none, simple change
merge from ddraw_menu_hide
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.
More icons tagged as UI mipmap group
Contact menu mugshots ignore mip maps limit
Removed mip maps generation on server map image
Removed mip maps generation on server image in the browser
Bugfix: OcclusionSendUpdates - fix up wrong last batch size calculation
- also removed dead variables
- removed FoundMain/Worker to SendAsSnapshotMain/Worker
Tests: none, trivial changes