201,464 Commits over 4,171 Days - 2.01cph!

Just Now
Remove old unused arrays
Just Now
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)
6 Minutes Ago
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
9 Minutes Ago
Remove old unused job code
15 Minutes Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
47 Minutes Ago
More progress on bunker outside blockout WIP
1 Hour Ago
Clean: split up FinalizeTickParallel monstrosity This is end of prep to rearrange systems for better occlusion cache reuse Tests: 2p session on craggy with UsePlayerUpdateJobs 1 and 2
1 Hour Ago
Merged engine.json and phrases.json into a single file
1 Hour Ago
Phrase update only look for code declared phrases Added "Update Phrases Usage", which is basically the old update scanning the whole project, collecting everything and saving where phrases are used
1 Hour Ago
Created prefabs and icons for charity plushies 2 and 3. Updated charity plushie 02 mesh. Created icon for charity plushie 01
1 Hour Ago
Added zombie model along with the anims
4 Hours Ago
Update: add native list expand to GatherPlayersToUpdate No effect in current case, but can prevent surprise exceptions in the future if reused Tests: none, trivial change
4 Hours Ago
Clean: minor refactor of ServerUpdatePlayerTick Getting ready to shuffle system steps around, to re-expand occlusion cache and potentially reduce network traffic Tests: none, trivial changes
4 Hours Ago
Bugfix: avoid stale occlusion results for new occludeeds Didn't realize UpdateSubscriptions modifies occludees - this returns a bunch of overhead. Will try to fix next. Tests: none, trivial change
4 Hours Ago
Optim: deduplicate occlusion queries Saves 15-50% in 1k baseplayer pairs parallel occlusion perf tests. Tests: occlusion unit tests
5 Hours Ago
Chandelier - adjusted alpha cutoff value for bike chain materials
Rin
Today
merge from main
more_browser_fixes -> main
Fix bug showing 'prioritise premium' as being off even though it was on
Today
merge from tmp_error_fix
Today
Compile fix
Today
merge from tmp_error_fix
Today
FillCharacterVertexBuffers error fix attempt, backported from a never TMP version
Set 'ShowEmpty' to false by default Update tab boxes on open
Today
Update from media_projects
Today
Crappy visualization method of connected links so I can make a video of it working
Today
Handle case of one face connecting to two other faces with the same angle by choosing the face that is closer - bottom face of wall connecting to top + bottom faces of a wall via the side socket - fixes so bottom <-> bottom and top <-> top since they are closer
Today
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
Today
Temp fix for TextTable Pooling error NRE so I can use breakpoints
Today
Commit bunch of stuff - setup faces & edges when setting up entity links (edges are essentially groups of entity links) - add 'printfaces' command to debug what faces are closest and what edges are considered connected - after a "bit" of trial and error grab the old "CalculateAngle()" method from previous hackweek and rewrite it - be greedy and recalculate all closest faces whenever links change (instead of being smart with caching, it's a hackweek) - all that should be left is debugging why certain faces don't want to consider themselves connection candidates
Today
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Improvised walkways more meshes
Today
merge from main 128385
Today
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Today
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Today
work around crash when undoing changes on Sky Dome when playing
Today
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Today
Clean: ServerOcclusionJobs.Algorithm uses int3 instead of SubGrid Simplifies the code a bit Tests: ran unit tests
Today
Clean: get rid of non-burst CalculatePathBetweenGrids - Also removed obsolete tests We've been using burst version for a bit, and with current fixes it balooned to too many lines of code Tests: ran unit tests
Today
Missile Tiki Torch - Added textures, updated model, added gibs, colliders, LODs, Icon, wind shader, sounds, tweaked lights and fire https://files.facepunch.com/mauroavalos/1b1311b1/13_15-17-UntimelyCuttlefish.mp4
Today
Bug fixes following Phrase english field set to non serialized
Today
saving bunker blockout wip
Today
added model, materials and textures for charity plushie 2 and 3
Today
Added custom wooden door for farm barge kiosk (mesh still WIP and not merged)
Today
Bugfix: apply same neighbour occlusion fix to jobs Perf tests of 100k paths show degradation (serial +25%, parallel +52%), but perf tests for 10k baseplayer occlusion show negligeble impact (serial -9%, parallel +1%). Tests: occlusion unit tests pass
Today
Bugfix: reimplement occlusion neighbour logic in non-burst flow - Added anothed optim todo now that we have axis-count-specific neighbour checks This partially fixes the failing test (it still fails since now it trips up in burst version) Tests: ran unit tests
Today
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Today
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked
Today
Merge: from baseplayer_serverupdateparallel