201,418 Commits over 4,171 Days - 2.01cph!

36 Minutes 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
39 Minutes Ago
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43 Minutes Ago
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked
54 Minutes Ago
Merge: from baseplayer_serverupdateparallel
54 Minutes 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
55 Minutes 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
56 Minutes Ago
prison update, prison barge made into prefab
56 Minutes Ago
Moved files around and renamed some classes
1 Hour Ago
Removed test code
1 Hour Ago
Added LocalizationToken attribute, use that everywhere instead. Much easier
1 Hour Ago
LocalizeText use the new localization drawer Removed its English field Added a warning saying its obsolete
2 Hours Ago
RustTextEditor and PhraseDrawer share the same drawing code Phrase adding flow
3 Hours Ago
Split crude profiler and memory tally into separate files as they should
3 Hours 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 Hours Ago
Backup of repurposed blood impacts from snowball impacts
4 Hours Ago
Update
4 Hours 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
4 Hours Ago
4 Hours Ago
Starting the blockout again from scratch since my PC bluescreened
5 Hours Ago
Added exact match to PhraseSearchWindow and improved performance
fix_server_browser_missing_servers -> main
Today
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
Today
Use burst compiler hints
Today
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
Today
Instanced snow tiles based on terrain maps with simple displacement
Today
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
Today
tutorial_mission_reset_nre_fix -> main
Ensure logic still works if the skipped mission was the active mission
tutorial_mission_reset_nre_fix -> main
Dont serialize null missions Dont serialize default state missions
Today
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Today
prison update
Today
Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
Today
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.
Today
More set dressing of farm barge
Today
cherrypicking 128358 128362 128364 128367 128370 128391 128434 128385 128472 128477 128408
Today
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
mission_isstarted_nre -> main
Improvised walkways progress
Try/catch mission think system
Today
Assembly contexts for code declared phrases Better de-duping and type skip when generating the phrases
Today
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
mission_isstarted_nre -> main
Fix mission 'is started' NRE
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
Today
Indirect Instancing Integration Candidate 1
Today
Enable 3052 materials for instancing
Today
Tests: TestLineOfSight - properly enforce non-job mode in relevant cases Tests: ran test sets
Today
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