201,435 Commits over 4,171 Days - 2.01cph!

56 Minutes 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
1 Hour Ago
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1 Hour Ago
Improvised walkways more meshes
1 Hour Ago
merge from main 128385
1 Hour Ago
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3 Hours Ago
work around crash when undoing changes on Sky Dome when playing
3 Hours Ago
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3 Hours Ago
Clean: ServerOcclusionJobs.Algorithm uses int3 instead of SubGrid Simplifies the code a bit Tests: ran unit tests
3 Hours 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
4 Hours 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
5 Hours Ago
Bug fixes following Phrase english field set to non serialized
5 Hours Ago
saving bunker blockout wip
5 Hours Ago
added model, materials and textures for charity plushie 2 and 3
6 Hours Ago
Added custom wooden door for farm barge kiosk (mesh still WIP and not merged)
6 Hours 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
Today
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
Today
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Today
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked
Today
Merge: from baseplayer_serverupdateparallel
Today
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
Today
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
Today
prison update, prison barge made into prefab
Today
Moved files around and renamed some classes
Today
Removed test code
Today
Added LocalizationToken attribute, use that everywhere instead. Much easier
Today
LocalizeText use the new localization drawer Removed its English field Added a warning saying its obsolete
Today
RustTextEditor and PhraseDrawer share the same drawing code Phrase adding flow
Today
Split crude profiler and memory tally into separate files as they should
Today
- 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
Today
Backup of repurposed blood impacts from snowball impacts
Today
Update
Today
Holding a lit torch provides some warmth, comfort, and slowly dries wetness https://files.facepunch.com/cipeaX/2025/August/13_13-59-NeglectedGreatargus.mp4
Today
Starting the blockout again from scratch since my PC bluescreened
Today
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
Yesterday
Ensure logic still works if the skipped mission was the active mission
Yesterday
tutorial_mission_reset_nre_fix -> main
Yesterday
Dont serialize null missions Dont serialize default state missions
Yesterday
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Yesterday
prison update