125,102 Commits over 4,171 Days - 1.25cph!

27 Days Ago
RustTextEditor and PhraseDrawer share the same drawing code Phrase adding flow
27 Days Ago
Split crude profiler and memory tally into separate files as they should
27 Days 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
27 Days 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
27 Days Ago
Starting the blockout again from scratch since my PC bluescreened
27 Days Ago
Added exact match to PhraseSearchWindow and improved performance
27 Days Ago
fix_server_browser_missing_servers -> main
27 Days Ago
Use burst compiler hints
27 Days Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
27 Days Ago
Instanced snow tiles based on terrain maps with simple displacement
28 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
28 Days Ago
28 Days Ago
tutorial_mission_reset_nre_fix -> main
28 Days Ago
Ensure logic still works if the skipped mission was the active mission
28 Days Ago
tutorial_mission_reset_nre_fix -> main
28 Days Ago
Dont serialize null missions Dont serialize default state missions
28 Days Ago
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28 Days Ago
prison update
28 Days Ago
Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
28 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.
28 Days Ago
More set dressing of farm barge
28 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.
28 Days Ago
mission_isstarted_nre -> main
28 Days Ago
Improvised walkways progress
28 Days Ago
Try/catch mission think system
28 Days Ago
Assembly contexts for code declared phrases Better de-duping and type skip when generating the phrases
28 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
28 Days Ago
mission_isstarted_nre -> main
28 Days Ago
Fix mission 'is started' NRE
28 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
28 Days Ago
Enable 3052 materials for instancing
28 Days Ago
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
28 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
28 Days Ago
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28 Days Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
28 Days Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
28 Days Ago
Tests: ServerOcclusionTests - generated data set now contains similar pairs Interestingly, this trips up consistency test - will investigate Tests: ran TestOcclusionLineOfSight_Consistency
28 Days Ago
Detailed context when updating phrases
28 Days Ago
Tests: PerfOcclusionLineOfSight - reset internal recent visibility cache between runs Tests: ran the set
28 Days Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
28 Days Ago
Tests: ServerOcclusionTests - standardize test naming Tests: ran test set
28 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
28 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
28 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
28 Days Ago
Tests: TestOcclusionLineOfSight_Consistency - rset occlusion cache between serial and parallel runs Tests: ran the test set
28 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
28 Days Ago
Tests: add ServerOcclusionTests.TestOcclusionLineOfSight_Consistency Compares results between serial and batched versions. Tests: ran the new test set
28 Days Ago
Update: prep BasePlayer.OcclusionLineOfSight (both serial and batched) for use in tests Tests: none, trivial change
28 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
28 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