reporust_rebootcancel

134,408 Commits over 4,444 Days - 1.26cph!

2 Days Ago
Instead of doing the timed lock as a custom entity, implement it with normal IO (Timer + Push Button) and trigger the timer with the NPC - add `testapartmentsecuritydoor` to fire off the NPC option
2 Days Ago
Added new GatherRate server convar Multiplies total resources received from ResourceDispensers and CollectibleEntities Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses
2 Days Ago
Add inventory popups for items collected from reclaim functionality of rentable shop
2 Days Ago
Rename TimedAccessDoor -> TimedLock
2 Days Ago
Merge from aniso_filtering_texture_fix
2 Days Ago
Merge from Fix_odd_deployguides
2 Days Ago
Merge from clan_bugfixes
2 Days Ago
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
2 Days Ago
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
2 Days Ago
Fixed rentable shop signs not loading on non owner clients
2 Days Ago
delete old file
2 Days Ago
get binocular effect working in RRP
2 Days Ago
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
2 Days Ago
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
2 Days Ago
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
2 Days Ago
Better fix
2 Days Ago
Fixed break in menu item throwing server side entityref lookup error
2 Days Ago
compile fix 2
2 Days Ago
New Wearable pooling test, ensures every wearable has a poolable component
2 Days Ago
Fix military silencer not spawning in loot
2 Days Ago
1st floor and mid floor corridors LOD/COL/prefabs
2 Days Ago
url test
2 Days Ago
Fix phrases getting lost in a previous merge
2 Days Ago
Update PhraseContexts.json
2 Days Ago
fix contact shadows server compile
2 Days Ago
🥷❌
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
merge from prototype -> apartment_complex_monument
2 Days Ago
Updating phrases
2 Days Ago
Adjust the position of the front vendor forwards so they are easier to interact with
2 Days Ago
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
2 Days Ago
2 Days Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
2 Days Ago
Stop WaterSystem from making the scene view continuously render for no reason You can enable Always Refresh in the scene view if you want it back
2 Days Ago
merge from main
2 Days Ago
merge from main -> apartment_complex_monument/prototype
2 Days Ago
Merge from clan_tab_refresh_button
2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
merge from prototype -> apartment_complex_monument
2 Days Ago
temp
2 Days Ago
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
2 Days Ago
When opening the spraycan reskin menu, the currently applied skin object you are looking at is now greyed out, instead of always being accessible and confusing - works with wallpaper too https://files.facepunch.com/cipeaX/2026/June/17_19-28-ScratchyBass.mp4
2 Days Ago
snapping_fixes -> main
2 Days Ago
Ability to enable/disable seat by socket height dynamically on each entity
2 Days Ago
Clean: rip out TerrainHeightMap.GetHeightsFastIndirect GetHeightsIndirect is similarly fast(~10%) and consistent at borders with GetHeight Tests: ran water level tests (but they're falsely passing)
2 Days Ago
Add unitask branch to run server occlusion pair gathering in parallel with useplayerupdatejobs >= 4, add tests - initial perf tests suggest ~40-50% faster execution in a 400-player scenario - consistency tests pass
2 Days Ago
add some additional RRP client-only guards
2 Days Ago
Clean: remove TerrainHeightMap.GetHeightFast, replace with GetHeight - added GetHeight(Vec2) overloads to avoid accidental GetHeight(Vec3) call via implicit conversion GetHeightFast is ~55% faster in managed land, but it's not used in very hot loops, so doubt we'll notice the difference. If we really care, we can replace it with available burst jobs. Tests: ran unit tests
2 Days Ago
Compile fixes, metas, codegen
2 Days Ago
Root motion data stuff