125,204 Commits over 4,171 Days - 1.25cph!

19 Minutes Ago
Terrain material improvements.
28 Minutes Ago
Prefab scaling changes vs desert variant.
42 Minutes Ago
Tree related decal stuff
1 Hour Ago
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new
1 Hour Ago
Compile fixes
1 Hour Ago
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
1 Hour Ago
Merge from main
1 Hour Ago
Fix compile errors
3 Hours Ago
main -> facepunch_assert
3 Hours Ago
full_drone_marketplace_fix -> main
3 Hours Ago
merge from fix_admin_logging -> main
3 Hours Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
3 Hours Ago
flex_layout_manager_spam -> main
3 Hours Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
4 Hours Ago
WIP setup for playing notification sounds for monument events
4 Hours Ago
missed files
4 Hours Ago
assembly definition if i end up convinced to pull this to main
4 Hours Ago
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")
5 Hours Ago
compile_simulator_unused_variables -> main
5 Hours Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
5 Hours Ago
syncvar_crosssave_fix -> main
5 Hours Ago
Ensure Autosync sets the field value on the server as well as the client
5 Hours Ago
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
Today
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars) https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
Today
Update manifest (prefab files)
Today
Update manifest
Today
security barge lods, collision, bug fixes. new stair prefab added for barge
Today
hook into animator and animation events, use per-entity animation parameters
Today
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Today
merge fix_copypaste_clear_turrets -> main
Today
Fix turrets getting cleared when a base is copied using copypaste :( - fix pooling error that didn't copy users when saving turrets - remove old code that handled this by setting the list of users to null before returning data to the pool
Today
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
Today
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Today
merge from fix_admin_logging -> main
Today
Merge from parent
Today
merge from main
Today
More anchor wip. Anchor now checks it can see the water. Debug drawing. Test save update.
Today
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Today
Fix log being restarted each time the server restarts instead of appending
Today
reapplying BowWeapon_cleanup
Today
reapplying hopper_corpse_harvest_fix
Today
Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain - Added versioning to the occlusion cache file This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
Today
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain Tests: used above to fly around and inspect the world
Update how mission rewards are serialized to support having a choice of rewards Update all mission assets with ported over rewards data Update mission editor inspector for new rewards structure
Today
Manual impostors for curved palm variants.
Today
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases