144,640 Commits over 4,413 Days - 1.37cph!

3 Minutes Ago
Ceiling lights just use the HasPower flag instead of On
8 Minutes Ago
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect Tests: ran all ServerOcclusionGroupTests - they pass
10 Minutes Ago
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect Tests: ran TestNew_KillSleeperAndReconnect
14 Minutes Ago
Train tunnel light fixture material fixes.
15 Minutes Ago
fixed wrong conditional
16 Minutes Ago
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect Tests: ran unit test - it passes
17 Minutes Ago
merge from reset_groups_command
17 Minutes Ago
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
20 Minutes Ago
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups Failed unit tests by making Limbo group visible from main grid cell Tests: ran TestNew_MoveOther, no longer fails
20 Minutes Ago
merge from mortar_prototype
20 Minutes Ago
moved SendBufferedFlagChanges outside of circuit loop
21 Minutes Ago
Improve mortar uneven ground placement error
26 Minutes Ago
merge from main
31 Minutes Ago
Updating fpbconfig json with details for azure artifact signing
38 Minutes Ago
Fixed broken fixtures.
56 Minutes Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
1 Hour Ago
using HasSubscribers method instead of manual check
1 Hour Ago
Id and NRE fixes
1 Hour Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
1 Hour Ago
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper We weren't injecting lastSeen records for other subscribers, which tripped up assertions Tests: ran unit test
1 Hour Ago
adding art for tree_guard_fences, prefabs some splat repaint to fit the ground below trees
1 Hour Ago
FakePlayer tweaks
1 Hour Ago
Added a basic GamePhysics.Trace depth culling test for non-instanced texts https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
2 Hours Ago
skip sending batched packets to groups with no subscribers
2 Hours Ago
SimpleLight sends on/off flags through batched system
2 Hours Ago
added BatchedEntityFlags packet type - allows IOCircuitSystem to buffer entity flag changes from IOEntities and send batched packets instead of per-entity packets - test setup with 2000 lights goes from 26ms to <2ms on the server
2 Hours Ago
Forgot Circuit.cs
2 Hours Ago
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings
2 Hours Ago
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
3 Hours Ago
FakePlayer improvements + Test fixes
3 Hours Ago
Moved the tick to every frame Added timings command to debug circuit perf
3 Hours Ago
Codegen
3 Hours Ago
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4 Hours Ago
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Added coconut.tree prefab + lootspawner. Added 3 coconuts to tropical_short_c for testing. Manifest update.
4 Hours Ago
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
4 Hours Ago
Compile fixes
4 Hours Ago
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
4 Hours Ago
merge from automated_testing
4 Hours Ago
Possibly fix some tests failing
5 Hours Ago
merge from main
Today
Show icons on the marketplace terminals
Today
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right
Today
Added a new Drone Availability Manager entity Exposes a variety of options for limiting the use of vending machine drones MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms MarketDrone.drone_disable_at_night - disables drone purchases at night MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
Today
Adjust both arms curve on torch attack animations
Today
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Today
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
Today
Move to new folder