201,443 Commits over 4,171 Days - 2.01cph!

Just Now
merge from tmp_error_fix
Just Now
FillCharacterVertexBuffers error fix attempt, backported from a never TMP version
9 Minutes Ago
Set 'ShowEmpty' to false by default Update tab boxes on open
1 Hour Ago
Update from media_projects
3 Hours Ago
Crappy visualization method of connected links so I can make a video of it working
3 Hours Ago
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
3 Hours Ago
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
3 Hours Ago
Temp fix for TextTable Pooling error NRE so I can use breakpoints
5 Hours Ago
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
6 Hours Ago
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6 Hours Ago
Improvised walkways more meshes
6 Hours Ago
merge from main 128385
6 Hours Ago
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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
Today
Prototype crosshair editor section in the options menu, lets you configure your crosshair with a live preview: https://files.facepunch.com/cipeaX/2025/August/13_16-47-NiftyUlyssesbutterfly.mp4
Today
Update: disable bidirectional occlusion caching for now - Left a couple optim/safety todos This fixes the batch vs serial baseplayer occlusion consistency test, but one CantSee fails as expected. Going to fix it in a child branch, as that currently blocks more optims. Tests: ran relevant unit tests
Today
prison update, prison barge made into prefab
Today
Moved files around and renamed some classes
Today
Removed test code
Today
Added LocalizationToken attribute, use that everywhere instead. Much easier
Today
LocalizeText use the new localization drawer Removed its English field Added a warning saying its obsolete
Today
RustTextEditor and PhraseDrawer share the same drawing code Phrase adding flow
Today
Split crude profiler and memory tally into separate files as they should
Today
- Add more ConVars and explainations to indirect instancing - Disable indirect instancing by default - Disable debug info by default - Fix multiple NREs when returning to the main menu - Add assertions to catch use after free with the crude profiler / memory tally
Today
Backup of repurposed blood impacts from snowball impacts
Today
Update
Today
Holding a lit torch provides some warmth, comfort, and slowly dries wetness https://files.facepunch.com/cipeaX/2025/August/13_13-59-NeglectedGreatargus.mp4
Today
Starting the blockout again from scratch since my PC bluescreened
Today
Added exact match to PhraseSearchWindow and improved performance
fix_server_browser_missing_servers -> main
Today
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
Today
Use burst compiler hints
Today
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
Today
Instanced snow tiles based on terrain maps with simple displacement