140,968 Commits over 4,505 Days - 1.30cph!

12 Minutes Ago
Merge: from main
15 Minutes Ago
Bugfix: make Underwear.ValidateForPlayer MT friendly on server Fixes BasePlayer saving throwing unity exceptions Tests: changed underwear with Jobs 4
32 Minutes Ago
Simple list of doors with transparency for testing
33 Minutes Ago
System to generate alpha'd player icons - allows us to setup desired shots with specific lighting setups Manifest system based off Underwear manifest which allows us to link races/body types/hair to icons as well as things like steam items or specific seeds
39 Minutes Ago
Add ddraw for network groups for rooms
57 Minutes Ago
Bugfix: make FishMount.Save mt friendly - cache fish container index Tests: placed a fish in a trophy display with Jobs 4
57 Minutes Ago
Added honey bandage to medical crates and waterwell vendor
1 Hour Ago
exported latest vm glass ar admire animation
1 Hour Ago
Update: wrap InvokeHandler internals in DebugMTLock Tests: booted on craggy and ran around with EnableDebugMTLock
1 Hour Ago
Update: add single-thread reentrant support to DebugMTLock to avoid deadlocks - added unit tests Because of course InvokeHandler is non-trivially recursive Tests: uni tests
1 Hour Ago
fixed muzzle flash fx slight incorrect position on the muzzle brake
1 Hour Ago
When sampling multiple potential destination around an agent, instead of snapping random points to the navmesh, floodfill around the agent and only sample on the reachable polygons - fix 7x spike of 2.64ms on oilrig, when all points land in unreachable navmesh islands, and we waste time trying to path to them and hitting our node exploration cap every time
1 Hour Ago
merge from attchement_lod_fixes
1 Hour Ago
Glass AR - updated weapon rack positions
1 Hour Ago
update from main
2 Hours Ago
Re-apply the steam init reflection hack now it's not needed and tested.
2 Hours Ago
merge from command palette
2 Hours Ago
Fix misaligned caret when the search is empty
2 Hours Ago
Merge from main
2 Hours Ago
Merge from fp_steamworks_steaminput
2 Hours Ago
krieg chainsword small weaponrack positioning
2 Hours Ago
merge back from command_palette
2 Hours Ago
Update: Move UnsafeScriptingAccess and DebugMTLock to Facepunch.UnityEngine - Cleanup empty asms Tests: ran relevant unit tests
2 Hours Ago
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
2 Hours Ago
Merge from main
3 Hours Ago
Merge from PlayerMaintainedMonuments
3 Hours Ago
update from main
3 Hours Ago
Update: explicitly capture callstack when DebugMTLock is tripped - frame count can be limited to via unsafe.DebugMTLockMaxFrames (def 5) Tests: ran unit tests
3 Hours Ago
Update Facepunch.Steamworks files (b56e56a) Initialize ISteamInput with the interface lifecycle - previously SteamInput.Controllers always enumerated empty because Init was never called. Release build from GitHub Actions.
3 Hours Ago
fixed both corn and salvaged hammer having double lod renderers on their world model
3 Hours Ago
update to propane tank .worldmodel fix for random disappearing act in the lods
3 Hours Ago
Added -5 radiation
3 Hours Ago
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
3 Hours Ago
Glass AR - removed unused materials, turned duplicate prefabs into prefab variants, added simpler worldmodel,
3 Hours Ago
New: DebugMTLock - a named lock guard that print an error on concurrent access - controlled by Unsafe.EnableDebugMTLock, disabled by default - codegen, unit tests Need it to help chase down unobvious thread races, like InvokeHandler Tests: ran unit tests
3 Hours Ago
merge from main
4 Hours Ago
Added third variant of randomised (large) room for train tunnels - abandoned waiting room
4 Hours Ago
More UI changes Backdrop setup FIxed players eyes being black in the preview Eyes now follow you around as you orbit around the player
4 Hours Ago
merge from main
4 Hours Ago
merge from main
5 Hours Ago
updated large fireworks pack description to add white firework. Updated all fireworks icons to use lewis's new icons. Updated small and large fireworks pack steam store icons
5 Hours Ago
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
5 Hours Ago
Better handling of clan score
5 Hours Ago
Optim: Jobs 4 - reduce server.ParallelNetworkQueueBatchSize to 16 by default 256 was waaay to high for the per-frame workload we get, it basically disabled parallelization Tests: none, trivial change
5 Hours Ago
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
5 Hours Ago
Fix: - old scientists not moving at multiple locations - animal stuck in charge stack around jungle trees - ais getting stuck - move without polyref log spam - scientist crouchwalk weird angle on stairs - slower old ais
5 Hours Ago
Merge from main
5 Hours Ago
Commit libraries
6 Hours Ago
Fix non-deterministic tests that only failed sometimes, remove extra long tests
6 Hours Ago
Bugfix: make card table saving MT-friendly Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time Tests: none, trivial change