201,403 Commits over 4,171 Days - 2.01cph!

Just Now
Update
15 Minutes Ago
Holding a lit torch provides some warmth, comfort, and slowly dries wetness https://files.facepunch.com/cipeaX/2025/August/13_13-59-NeglectedGreatargus.mp4
41 Minutes Ago
1 Hour Ago
Starting the blockout again from scratch since my PC bluescreened
1 Hour Ago
Added exact match to PhraseSearchWindow and improved performance
3 Hours Ago
fix_server_browser_missing_servers -> main
4 Hours Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
4 Hours Ago
Use burst compiler hints
4 Hours Ago
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
Today
English field of phrases is now non serialized, removed English from RustText Added a button on PhraseDrawer to edit a phrase, opens a window that will amend changes to the json file directly Phrases update now only collect phrases declared in code
Today
tutorial_mission_reset_nre_fix -> main
Ensure logic still works if the skipped mission was the active mission
tutorial_mission_reset_nre_fix -> main
Dont serialize null missions Dont serialize default state missions
Today
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Today
prison update
Today
Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
Today
Caged in fuel_barrel_black objects on small oilrig (1 set of 8, 1 set of 4) and replaced 4 other fuel_barrel_black objects with fuel_barrel_red as they are too visually similar to the diesel barrel pickupables. Ran S2P.
Today
More set dressing of farm barge
Today
cherrypicking 128358 128362 128364 128367 128370 128391 128434 128385 128472 128477 128408
Today
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
mission_isstarted_nre -> main
Improvised walkways progress
Try/catch mission think system
Today
Assembly contexts for code declared phrases Better de-duping and type skip when generating the phrases
Today
Reworked pouring so it uses a start and stop RPC. Holding left mouse button will pour (up to) 50ml out of the container every 0.5s (100ml/s), stop holding left mouse button and pouring stops. Needs bespoke animations and visual effects, something like a continuous stream pouring out when the item is tilted over. Video: https://files.facepunch.com/jacob/1b1211b1/Unity_0KbTAw2Am2.mp4
mission_isstarted_nre -> main
Fix mission 'is started' NRE
Allow AI to drive anything derived from BaseVehicle New custom upload loop. Safely turned on/off if AI is assigned HasDriver flag set but mounting logic stays the same
Today
Indirect Instancing Integration Candidate 1
Today
Enable 3052 materials for instancing
Today
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
Today
Tests: TestLineOfSight - validate reverse paths Looks like some occlusion checks might fail reverse paths. That's an uh-oh. Tests: ran above set, got a failure
Today
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Today
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
Today
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
Today
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
Today
Detailed context when updating phrases
Today
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
Today
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
Today
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set
Today
Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs This further shrinks runtimes, as previously we generated waaaay too many Tests: ran ServerOcclusionTests set
Today
update media_projects/hackweekaug2025_media
Today
merge from main -> media_projects
Today
Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel By properly constructing and caching base players - tests now take less than a second. Tests: ran test set
Today
Tests: add TestOcclusionLineOfSight_PerfSerial/-Parallel Both run for too long - likely due to how I create players for the tests. Will fix next Tests: ran the new set
Today
Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs Tests: ran the test set
Today
Added crosshair codes. Can be generated from the current crosshair settings, and then easily loaded at a later time or shared with other people: https://files.facepunch.com/cipeaX/2025/August/12_13-59-FrankGrasshopper.mp4