133,679 Commits over 4,262 Days - 1.31cph!

11 Minutes Ago
Also allow concrete, sandbags and stone barricade in the deep sea
11 Minutes Ago
merge from naval_update
14 Minutes Ago
Fix GetUnmountedWaterFactor NRE
18 Minutes Ago
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
25 Minutes Ago
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
30 Minutes Ago
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost) Point hull square and hull triangle to it.
53 Minutes Ago
Fix incorrect edgeFlags, rotation, and flipped border meshes
1 Hour Ago
Merge from boat_health
3 Hours Ago
Add vertex colours toggle to editing UI
6 Hours Ago
Merge from naval_update
6 Hours Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Today
Merge from main
Today
Merge from naval_update
Today
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Today
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
Today
Merge from relationship_optim
Today
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it Doesn't have Add or Remove methods as it only reads the list Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion
Today
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs) This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
Today
Merge from botcollider_optim
Today
merge from naval_update
Today
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
Today
merge from settings_fixes
Today
merge from store_gallery
Today
Revert accidental change to skin viewer texture resolution, needs more testing
Today
Update server version mismatch disconnect messages. Minor adjustments to HLMV * Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing * Title always contains program name * Prevent materials being deduplicated in the material list, so all missing materials now show Fixed a particle related crash Fixed normal map for Shotgunner Combine Soldier player model Added 3rd skin to Combine Soldier player model * It's the skin for the updated combine soldier texture from Episode 2 Fixed wall slams playing wrong physics sound * Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on Custom Spawnmenu position function for view models
Today
Merge: from networkcache_stalegroup - Bugfix for vanishing child entities (l-ike drybox on rhib) Tests: spawned rhib, teleported far then back after pause, paused again - all parts stayed in place
Today
Bugfix: fix missing child entities (like drybox on rhib) by invalidating network cache on netgroup change Previously if parent moved it would update the network group of the hierarchy, but only parent would have it's cache invalidated. This meant that it was possible for child to be with a netgroup outside of network range, while parent is in network range. Tests: on Craggy, took rhib and drove it from E4 to a row above E0, teleported back to E4, waited for boat to stream out, teleported to boat and waited a bit - it stayed in place (previously drybox would disappear)
Today
Fix scientists not moving
Today
Fix scientists fsms being added to client budget queue in editor
Today
Birthday candle hat reposed
Today
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
Today
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
Today
Replace navmodifiers with navvolumes
Today
Halloween mummy reposed
Today
Re-enable scientists on deep sea islands
Today
Make sleeping component server only
Today
reduced packed blend mask resolution.
Today
Hook new scientists to AIzones so that they go to sleep when no player is around
Today
Readd new scientists to oilrigs
Added mannequin skinset to player model
Today
Fix leg animator causing the player model to clip through the camera in first person mode.
Today
Mannequin repose - not working yet
Today
Fix `-nosteam` no longer working in editor. (Preferences -> Facepunch -> Disable platform services editor pref)
Today
- removed offset transforms in prefab (in preparation for new anims to be exported at the origin) - re-introduced 0.7 scaling (not able to set to 1 due to issues with scope attachments)
Yesterday
set lod distances further to 5% on balloon clumps
Yesterday
Replace ServerUpdateBots with a PersistentObjectWorkQueue In a test of 500 bots on the server (about baseline on an empty server) this was taking 0.25ms because it looped over every entity, every frame. The internal logic is time gated so it would only actually check/modify 5-15 each frame WorkQueue is budgeted at 0.05ms and goes through as many as possible in a frame within that window As this might result in some bot colliders temporarily being the wrong size for a frame or two I've added manual forced collider size updates when a player state changes that we are otherwise checking in the update process (mounting/dismounting/wounding/crawling) to minimise any delays
Yesterday
Merge from naval_update
Yesterday
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
Yesterday
Vertex colours visual for edit mode
Yesterday
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile