reporust_rebootcancel

126,933 Commits over 4,201 Days - 1.26cph!

2 Months Ago
Added LocalizationToken attribute, use that everywhere instead. Much easier
2 Months Ago
LocalizeText use the new localization drawer Removed its English field Added a warning saying its obsolete
2 Months Ago
RustTextEditor and PhraseDrawer share the same drawing code Phrase adding flow
2 Months Ago
Split crude profiler and memory tally into separate files as they should
2 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
2 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
2 Months Ago
Starting the blockout again from scratch since my PC bluescreened
2 Months Ago
Added exact match to PhraseSearchWindow and improved performance
2 Months Ago
fix_server_browser_missing_servers -> main
2 Months Ago
Use burst compiler hints
2 Months Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
2 Months Ago
Instanced snow tiles based on terrain maps with simple displacement
2 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
2 Months Ago
2 Months Ago
tutorial_mission_reset_nre_fix -> main
2 Months Ago
Ensure logic still works if the skipped mission was the active mission
2 Months Ago
tutorial_mission_reset_nre_fix -> main
2 Months Ago
Dont serialize null missions Dont serialize default state missions
2 Months Ago
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2 Months Ago
prison update
2 Months Ago
Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
2 Months 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 Months Ago
More set dressing of farm barge
2 Months Ago
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
2 Months Ago
mission_isstarted_nre -> main
2 Months Ago
Improvised walkways progress
2 Months Ago
Try/catch mission think system
2 Months Ago
Assembly contexts for code declared phrases Better de-duping and type skip when generating the phrases
2 Months 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
2 Months Ago
mission_isstarted_nre -> main
2 Months Ago
Fix mission 'is started' NRE
2 Months 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
2 Months Ago
Enable 3052 materials for instancing
2 Months Ago
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
2 Months 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
2 Months Ago
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2 Months Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
2 Months Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
2 Months Ago
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
2 Months Ago
Detailed context when updating phrases
2 Months Ago
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
2 Months Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
2 Months Ago
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set
2 Months Ago
Tests: ServerOcclusionTests.GeneratePairs - generate correct number of pairs This further shrinks runtimes, as previously we generated waaaay too many Tests: ran ServerOcclusionTests set
2 Months Ago
Tests: optim TestOcclusionLineOfSight_PerfSerial/-Parallel By properly constructing and caching base players - tests now take less than a second. Tests: ran test set
2 Months 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
2 Months Ago
Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs Tests: ran the test set
2 Months 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
2 Months Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
2 Months Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change