reporust_rebootcancel

143,414 Commits over 4,413 Days - 1.35cph!

Today
Merge from prototyping
Today
Merge from combine
FIx NRE in SprayCan
Merge from industrial_dlc
Today
merge from fix_editor_reflection_probe_delay -> main
Today
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Today
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
Today
merge from optimize_generate_textures_alloc -> main
Today
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
Hair test
Today
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Today
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Today
Regenerate font with all characters
Today
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
Today
Add dripping font for the apartment door numbers
Today
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
Today
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
Today
merge from main -> optimize_generate_textures_alloc
Today
Implement IO entity reskinning with the new system, will now always nicely adjust any connected wires / pipes to the new positions: https://files.facepunch.com/cipeaX/2026/May/21_01-08-RightBighorn.mp4
Today
Add culling sphere component to the apartments
Today
Add culling support for apartment furniture - start with large spheres around each apartment - add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
Today
Update: Codegen Tests: builds
Today
Merge: from main Needs codegen
Today
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
Today
Update: add StringView-to-numeric extensions Tests: ran unit tests
Fixed mid-length hair being skinned to eyes
Yesterday
Clean(tests): get rid of redundant profiling code Tests: builds
Yesterday
Fix a bug causing io lines to not update correctly when multiple storage adaptors on the same barrel have connections between themselves
Yesterday
Optim: BuildCommand - remove another Substring alloc via StringView Down to 3 allocs/0.34KB per call Tests: ran a couple commands with and without args
Yesterday
Reconnect apartment doors to apartment prefabs
Yesterday
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
Yesterday
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
Yesterday
Integrate item container and child item container preserving into the new system Re-implement entity children preserving, with attachments repositioning if their sockets shifted, child io entity also have their connected lines update correctly Fixes various current bugs with storage adaptors / door controllers when their parent is reskinned Make ceilinglight reskinnable again, will fix reskinning io entities themselves next Fix not being able to skin snowmobile back to default
Yesterday
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Yesterday
Duplicated second elevator in reception area
Yesterday
Apartment elevator now functional
Yesterday
restored missing hair textures for movember moustache and santa beard
Yesterday
Industrial Torch - Small texture update (still WIP), changed base materials from smoothness to metalness, fixed material assignment on worldmodel (from half on to full off)
Yesterday
Added a viewmodel button to the skin viewer, pops the view model (wip)
Yesterday
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
Yesterday
m16a2 world model added
Yesterday
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
Yesterday
functional darts 1p viewmodel
Yesterday
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
Yesterday
scene fix
Yesterday
finalize RRP underwater post processing
Yesterday
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Yesterday
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
Yesterday
Optim: Arg.Args is now a StringView[] Most of the code uses GetString to lazy alloc a string. BuildCommand is now 4 allocs/0.4KB per call Tests: unit tests, booted into craggy and set a couple variables, tested crosshair clientvars
Yesterday
merge from texture_optimisations