124,943 Commits over 4,171 Days - 1.25cph!

24 Days Ago
Instanced snow tiles based on terrain maps with simple displacement
25 Days 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
25 Days Ago
25 Days Ago
tutorial_mission_reset_nre_fix -> main
25 Days Ago
Ensure logic still works if the skipped mission was the active mission
25 Days Ago
tutorial_mission_reset_nre_fix -> main
25 Days Ago
Dont serialize null missions Dont serialize default state missions
25 Days Ago
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25 Days Ago
prison update
25 Days Ago
Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
25 Days 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.
25 Days Ago
More set dressing of farm barge
25 Days Ago
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
25 Days Ago
mission_isstarted_nre -> main
25 Days Ago
Improvised walkways progress
25 Days Ago
Try/catch mission think system
25 Days Ago
Assembly contexts for code declared phrases Better de-duping and type skip when generating the phrases
25 Days 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
25 Days Ago
mission_isstarted_nre -> main
25 Days Ago
Fix mission 'is started' NRE
25 Days 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
25 Days Ago
Enable 3052 materials for instancing
25 Days Ago
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
25 Days 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
25 Days Ago
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25 Days Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
25 Days Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
25 Days Ago
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
25 Days Ago
Detailed context when updating phrases
25 Days Ago
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
25 Days Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
25 Days Ago
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set
25 Days Ago
Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs This further shrinks runtimes, as previously we generated waaaay too many Tests: ran ServerOcclusionTests set
25 Days Ago
Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel By properly constructing and caching base players - tests now take less than a second. Tests: ran test set
25 Days Ago
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
25 Days Ago
Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs Tests: ran the test set
25 Days Ago
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
25 Days Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
25 Days Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
25 Days Ago
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
25 Days Ago
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
25 Days Ago
Fix unity_BaseCommandID not being set on Mac
25 Days Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
25 Days Ago
Clean: propagate network time from FinalizeTickParallel Tests: none, trivial change
25 Days Ago
Optim: NetworkPositionTick - remove extra InvalidateNetworkCache Cache has been previously invalidated in FinalizeTickParallel, so no need to discard it again Tests: none, trivial change
25 Days Ago
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25 Days Ago
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
25 Days Ago
Clarified in the tutorial that you must talk to the survivor (not just be in their proximity).
25 Days Ago
bug fix: incorrect button prompt was displayed for opening the inventory on this tutorial text only.
25 Days Ago
Clean: remove couple TODOs - one was just completed - another was overzealous Tests: none, trivial changes