136,563 Commits over 4,444 Days - 1.28cph!

10 Months Ago
Chandelier - adjusted alpha cutoff value for bike chain materials
Rin
10 Months Ago
merge from main
11 Months Ago
more_browser_fixes -> main
11 Months Ago
Fix bug showing 'prioritise premium' as being off even though it was on
11 Months Ago
merge from tmp_error_fix
11 Months Ago
Compile fix
11 Months Ago
merge from tmp_error_fix
11 Months Ago
FillCharacterVertexBuffers error fix attempt, backported from a never TMP version
11 Months Ago
Set 'ShowEmpty' to false by default Update tab boxes on open
11 Months Ago
Crappy visualization method of connected links so I can make a video of it working
11 Months 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
11 Months Ago
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
11 Months Ago
Temp fix for TextTable Pooling error NRE so I can use breakpoints
11 Months 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
11 Months Ago
Improvised walkways more meshes
11 Months Ago
work around crash when undoing changes on Sky Dome when playing
11 Months Ago
Clean: ServerOcclusionJobs.Algorithm uses int3 instead of SubGrid Simplifies the code a bit Tests: ran unit tests
11 Months Ago
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
11 Months Ago
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
11 Months Ago
Bug fixes following Phrase english field set to non serialized
11 Months Ago
saving bunker blockout wip
11 Months Ago
added model, materials and textures for charity plushie 2 and 3
11 Months Ago
Added custom wooden door for farm barge kiosk (mesh still WIP and not merged)
11 Months Ago
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
11 Months Ago
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
11 Months Ago
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked
11 Months Ago
Merge: from baseplayer_serverupdateparallel
11 Months Ago
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
11 Months Ago
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
11 Months Ago
prison update, prison barge made into prefab
11 Months Ago
Moved files around and renamed some classes
11 Months Ago
Removed test code
11 Months Ago
Added LocalizationToken attribute, use that everywhere instead. Much easier
11 Months Ago
LocalizeText use the new localization drawer Removed its English field Added a warning saying its obsolete
11 Months Ago
RustTextEditor and PhraseDrawer share the same drawing code Phrase adding flow
11 Months Ago
Split crude profiler and memory tally into separate files as they should
11 Months Ago
- 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
11 Months 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
11 Months Ago
Starting the blockout again from scratch since my PC bluescreened
11 Months Ago
Added exact match to PhraseSearchWindow and improved performance
11 Months Ago
fix_server_browser_missing_servers -> main
11 Months Ago
Use burst compiler hints
11 Months Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
11 Months Ago
Instanced snow tiles based on terrain maps with simple displacement
11 Months Ago
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
11 Months Ago
tutorial_mission_reset_nre_fix -> main
11 Months Ago
Ensure logic still works if the skipped mission was the active mission
11 Months Ago
tutorial_mission_reset_nre_fix -> main
11 Months Ago
Dont serialize null missions Dont serialize default state missions
11 Months Ago
prison update