reporust_rebootcancel

143,575 Commits over 4,413 Days - 1.36cph!

12 Days Ago
merge from automated_testing
12 Days Ago
Moved server block in TestScenario_RocketSplashDamage
12 Days Ago
Don't catch exceptions in WrapTestAsCoroutine
12 Days Ago
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
12 Days Ago
Bug fixes and optims, only snapshots dirty slots
12 Days Ago
Added cube variants of the br_sphere family, CubeEntity with size lerping support https://files.facepunch.com/raul/1b1311b1/cube_vis.jpg https://files.facepunch.com/raul/1b1311b1/cubes_showcase.mp4
12 Days Ago
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12 Days Ago
Increased LOD2 on the apple tree again... Added a very small chance for apples to fall just by hitting the tree (this will not happen to trees with beehives on). https://files.facepunch.com/LukeD/2026/05/Unity_ZUViSdEn7h.mp4 Now I can finally work on my magnum opus, adding coconuts to trees in the deep sea.
12 Days Ago
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12 Days Ago
Trace debug commands, logs when something happens on a circuit
12 Days Ago
illuminated pressure pad; - game model added. - pressure pad lights up in two conditions; when power is sent or when power is recieved. Which now allows burst of power to illuminate the pad for a small time. - updated material, prefab and icon. https://files.facepunch.com/curtis/1b1411b1/14_03-08-CadetblueOlingo.mp4
12 Days Ago
illuminated pressure pad; - add baked textures for preview, not yet textured
12 Days Ago
illuminated pressure pad; - remove redundant texture
12 Days Ago
remove debug print in WaterRendererFeature
12 Days Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
12 Days Ago
merge from interaction_toast_banned_fix
12 Days Ago
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
12 Days Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
12 Days Ago
merge from automated_testing
12 Days Ago
Missed one
12 Days Ago
merge from automated_testing
12 Days Ago
Editor only codegen, codegen
12 Days Ago
merge from automated_testing
12 Days Ago
Compile fix
12 Days Ago
merge from automated_testing
12 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
12 Days Ago
testlist
12 Days Ago
Added RRP support for the dev-only shadow convars
12 Days Ago
merge from main
12 Days Ago
m16a2 update. gamemesh and wip textures
12 Days Ago
exported updated 3p sprint animation
12 Days Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
12 Days Ago
Better bounds
12 Days Ago
Codegen
12 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
12 Days Ago
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
12 Days Ago
Added ball rolling
12 Days Ago
missed file
12 Days Ago
Add drag to the pool ball velocity
12 Days Ago
networking tweaks
12 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
12 Days Ago
merge from mortar_prototype
12 Days Ago
Fix animation handles not being freed on mortars/cannons in demos
12 Days Ago
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
12 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
12 Days Ago
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
12 Days Ago
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12 Days Ago
Power flow debug viz
12 Days Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
12 Days Ago
Only run physics updates if any of the balls have velocity