201,428 Commits over 4,171 Days - 2.01cph!

22 Minutes Ago
▍█▇▅▋▌
26 Minutes Ago
Clean: ServerOcclusionJobs.Algorithm uses int3 instead of SubGrid Simplifies the code a bit Tests: ran unit tests
39 Minutes 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
41 Minutes 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 Hours Ago
Bug fixes following Phrase english field set to non serialized
2 Hours Ago
saving bunker blockout wip
3 Hours Ago
added model, materials and textures for charity plushie 2 and 3
3 Hours Ago
Added custom wooden door for farm barge kiosk (mesh still WIP and not merged)
3 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
4 Hours 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
4 Hours Ago
▍▋▆▆▇▋█▋ ▆▇▄▆▆▄▌▍, ▇██▉▋ ▄▅▆▅▊▊
4 Hours Ago
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked
4 Hours Ago
Merge: from baseplayer_serverupdateparallel
4 Hours 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
4 Hours 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
4 Hours Ago
prison update, prison barge made into prefab
4 Hours Ago
Moved files around and renamed some classes
5 Hours Ago
Removed test code
5 Hours Ago
Added LocalizationToken attribute, use that everywhere instead. Much easier
5 Hours Ago
LocalizeText use the new localization drawer Removed its English field Added a warning saying its obsolete
6 Hours Ago
RustTextEditor and PhraseDrawer share the same drawing code Phrase adding flow
6 Hours Ago
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
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
█▆█▊▄▋
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
Yesterday
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
Yesterday
mission_isstarted_nre -> main
Yesterday
Improvised walkways progress