reporust_rebootcancel

138,134 Commits over 4,505 Days - 1.28cph!

48 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
48 Days Ago
Better fix
48 Days Ago
Fixed break in menu item throwing server side entityref lookup error
48 Days Ago
compile fix 2
48 Days Ago
New Wearable pooling test, ensures every wearable has a poolable component
48 Days Ago
Fix military silencer not spawning in loot
48 Days Ago
1st floor and mid floor corridors LOD/COL/prefabs
48 Days Ago
url test
48 Days Ago
Fix phrases getting lost in a previous merge
48 Days Ago
Update PhraseContexts.json
48 Days Ago
fix contact shadows server compile
48 Days Ago
🥷❌
48 Days Ago
merge from render_pipeline_testing
48 Days Ago
Fix entrance of monument sometimes being blocked by invisible server colliders - was caused by the server double doors having their Animator stripped due to RealmedRemove not being attached to the same GameObject as the animator component
48 Days Ago
merge from fix_workshop_autoscreenshots
48 Days Ago
update workshop automatic screenshots to accomodate for steam upload limit 5mb -> 1mb
48 Days Ago
Fix disbanding clans showing up on the leaderboard
48 Days Ago
merge from prototype -> apartment_complex_monument
48 Days Ago
Updating phrases
48 Days Ago
Adjust the position of the front vendor forwards so they are easier to interact with
48 Days Ago
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
48 Days Ago
48 Days Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
48 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
48 Days Ago
merge from main
48 Days Ago
merge from main -> apartment_complex_monument/prototype
48 Days Ago
Merge from clan_tab_refresh_button
48 Days Ago
update apartment_complex_monument/prototype
48 Days Ago
merge from prototype -> apartment_complex_monument
48 Days Ago
temp
48 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
48 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
48 Days Ago
snapping_fixes -> main
48 Days Ago
Ability to enable/disable seat by socket height dynamically on each entity
48 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)
48 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
48 Days Ago
add some additional RRP client-only guards
48 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
48 Days Ago
Compile fixes, metas, codegen
48 Days Ago
Root motion data stuff
48 Days Ago
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
48 Days Ago
Fix crash in DrawProcedural() due to wrong shaderPassId
48 Days Ago
added sprint sub system script to blunderbus,lmg,l96,m39,waterpipe shotgun,hm smg, sks entities and exported/linked unique 3p sprint idle pose for each weapon
48 Days Ago
merge from main
48 Days Ago
Update: TerrainHeightMap - redirect all height and normal calcs to go via HeightMapData impl - Renamed HeightMapData.GetHeight -> GetHeight01 Tests: all unit tests pass, perf tests results seem same
48 Days Ago
Glowing Wallpapers - foxfire wallpaper initial setup
48 Days Ago
Update: fill in some missing overloads in TerrainHeightMap - get rid of commented methods Tests: ran unit tests
48 Days Ago
adding roll container prop
48 Days Ago
Normal testv2
48 Days Ago
Removed Tests/Open Property Drawer Test Window Was introduced by the TMP update, never gonna use and its a stupid path