201,353 Commits over 4,171 Days - 2.01cph!

31 Minutes Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
32 Minutes Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
58 Minutes Ago
Play an on/off animation on the maps when the engine is toggled on or off Map system refactor and storing in its own file Folder cleanup
1 Hour Ago
Tests: rewrite ServerOcclusionTests to make ServerOcclusion usage clear Is it ugly on some lines? Yes. But is it explicit and beautiful? Also yes. Tests: ran the unit tests
1 Hour Ago
Fix unity_BaseCommandID not being set on Mac
1 Hour Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
1 Hour Ago
1 Hour Ago
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
1 Hour Ago
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
1 Hour Ago
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1 Hour Ago
Optim: OcclusionSendUpdates can now reuse occlusion results - Got rid of old OcclusionLineOfSight that used to send updates internally, as there's no need for it now Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
1 Hour Ago
Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
1 Hour Ago
bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
2 Hours Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
2 Hours Ago
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
2 Hours Ago
update from main
3 Hours Ago
merge from gesturewheel_cinematic_fix
3 Hours Ago
Fixed cinematic gestures not showing in the gesture menu when using ShowAdminCinematicGesturesInBindings
3 Hours Ago
When updating the phrases we now save their context for later use Some cleanup in phrases update code
3 Hours Ago
Update: move ServerUpdateOcclusionParallel inside FinalizeTickParallel - FinalizeTickParallel invalidates players network cache - with UsePlayerUpdateJobs 2 we can skip it later, but 1 is has double-invalidate This increases the coverage of OcclusionFrameCache, allowing to simplify a bunch of code. Tests: 2p on Craggy with UsePlayerUpdateJobs 0, 1, 2 and disconnects. 0p server with UsePlayerUpdateJobs 1, 2
4 Hours Ago
Merge: from connectedplayer_rewrite Got far enough along in this direction and things seem to work
4 Hours Ago
Bugfix: ServerUpdatePlayerTick - restore Player.serverTickInterval functionality Got lost during the rewrite Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Today
Backup
Today
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Today
fix mannequin prefab rendering
Today
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
restore_old_sorting -> main
Baked defaults into play prefab
Today
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)
Today
Define faces and edges for a normal wall
Today
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
Missed files
Today
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
Today
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
Today
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
Today
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
Today
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
Today
merge from skinviewer_db_fix
Today
Fixed double barrel sight UV issue in the skin viewer
Today
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
Rin
Today
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)
Today
fix after main merge
Today
Clean: use ReadOnlySpan in SendEntitySnapshots/-WithChildren Tests: compiles in editor
Today
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