201,386 Commits over 4,171 Days - 2.01cph!

14 Minutes Ago
prison update
1 Hour Ago
Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
2 Hours Ago
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.
2 Hours Ago
More set dressing of farm barge
2 Hours Ago
cherrypicking 128358 128362 128364 128367 128370 128391 128434 128385 128472 128477 128408
3 Hours Ago
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
3 Hours Ago
mission_isstarted_nre -> main
3 Hours Ago
Improvised walkways progress
3 Hours Ago
Try/catch mission think system
3 Hours Ago
Assembly contexts for code declared phrases Better de-duping and type skip when generating the phrases
4 Hours Ago
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
4 Hours Ago
mission_isstarted_nre -> main
4 Hours Ago
Fix mission 'is started' NRE
4 Hours Ago
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
5 Hours Ago
Indirect Instancing Integration Candidate 1
5 Hours Ago
Enable 3052 materials for instancing
5 Hours Ago
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
5 Hours Ago
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
5 Hours Ago
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6 Hours Ago
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
Today
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
Today
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
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
Today
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
Today
Fix unity_BaseCommandID not being set on Mac
Today
Fix stencil buffer incompatibility in Standard and Standard-Terrain
Today
Today
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
Today
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
Today
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Today
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
Today
Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
Today
bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
Today
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes
Today
Optim: SendNetworkPositions - reuse occlusion query results Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Today
update from main
Today
merge from gesturewheel_cinematic_fix