129,841 Commits over 4,201 Days - 1.29cph!

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