125,323 Commits over 4,171 Days - 1.25cph!

31 Minutes Ago
fix HoldTypeAnimationOverride, setup for client testing
50 Minutes Ago
manually override raid, snow and temperature manually when players are inside the deep sea
55 Minutes Ago
merge from deep_sea/wipe
1 Hour Ago
Fix static mode always visible ignoring client.crosshair Fix settings preview crosshair updating dynamically Add tooltip mention that spacing doesn't do anything in dynamic mode
1 Hour Ago
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
1 Hour Ago
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
1 Hour Ago
Players in the deep sea when it wipes are all killed by radiation Some cleanup
2 Hours Ago
More splat tweaks.
2 Hours Ago
Hook up all the convars so far to the options menu Switch to colour dropdowns for the colour settings Set/fix all phrases correctly with the new system, adhering to convention Move main crosshair enable/disable toggle into the new section Simplify / rename a few crosshair variables, add one more color option
2 Hours Ago
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite Tests: regenerated and visualzied in editor
2 Hours Ago
Progress/backup
2 Hours Ago
merge from meta_shift
3 Hours Ago
large sail
3 Hours Ago
Add cannon admin fire command, fix ballista admin reload using hardcoded ammo types (use available ammo types instead)
3 Hours Ago
Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
3 Hours Ago
New: AreInsideMesh - burst versions of IsInsideMesh - added unit tests Tests: ran unit tests
3 Hours Ago
Add preliminary support for layers to indirect instancing
3 Hours Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
3 Hours Ago
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
4 Hours Ago
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
4 Hours Ago
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
5 Hours Ago
gifted_bag_tugboat_pickup -> main
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
5 Hours Ago
Merge from night_lighting_fixes
5 Hours Ago
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
5 Hours Ago
merge from naval_update -> deep_sea
5 Hours Ago
Convars to config the wipe interval
5 Hours Ago
exported chiansaw 3p deploy and attack anims that match viewmodel versions
5 Hours Ago
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again
6 Hours Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
6 Hours Ago
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs - Takes broadphase from 4.8s to 0.4s This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next. Tests: generated on a custom map and visualized the occlusion grid
6 Hours Ago
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild Tests: triggered a couple reloads, no NREs when generating cache
6 Hours Ago
Fix compile errors
6 Hours Ago
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
Today
Spike Trap LODs Gibs and backface fix
Today
merge main into naval_update again
Today
subtract flashlight beam optimizations
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
Today
Cannon work in progress, basic firing/reloading based on ballista.
Today
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
Today
merge from main
naval_update -> scientist_boat_ai
Today
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits
main -> naval_update
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)