reporust_rebootcancel

142,550 Commits over 4,413 Days - 1.35cph!

Yesterday
network_profiler_improvements_3 -> main
Yesterday
slapdash serialized property mismatch fixes
Yesterday
merge from f1_savecategory
Yesterday
merge from server_warnings_fix
Yesterday
merge from digitalclock_pool_fix
Yesterday
merge from copypasteloadouts_deleteconfirmation
Yesterday
updated CodeAnalyzer.dll - better path exclusion
Yesterday
merge from ugc_teleportbutton
Yesterday
merge from console_autocomplete_fix2
Yesterday
merge from chippy_blurry_fix
Yesterday
▍▍▇▇▉▅▋ ▊▅▇▇ ▆▌▌▆▊▅▋▇▋▉▄█▉▊▊█▅
Yesterday
merge from boats_wireisolation_fix
Yesterday
merge from uihud_optims
Yesterday
merge from hotreload_fix
Yesterday
Merge: from pool_mt
Yesterday
Merge: from main
Yesterday
Merge from main to FPBuild_installer branch
Yesterday
Merge from main
Yesterday
updated CodeAnalyzer.dll - catches mismatched serialized properties
Yesterday
Merge from main
Yesterday
LOD3s for Rentable Shop D, E, F. Replaced model of kiosk E with prefab version.
Yesterday
Added tooltip types (Default, AlwaysOnTop and AlwaysOnTopEmoji), multiline support Tooltip CUI test file
Yesterday
▍▅ ▇█▅▄█▅ ▆▌█▆ ▄▌ ▅▆█▉▊▌▉▇▉▉█▌ ▊▌▅▍▅▅
Yesterday
Industrial torch anim and prefab updates
Yesterday
Added CUI tooltip support - with ability to modify text, offset, centre pivoting, delay and position
Yesterday
Modifying FPbuild fetch script to clean up all unecessary files from the workspace
Yesterday
Submitting large apartment work I forgot to submit on fri night
Yesterday
merge from chat_add2_name_prefix
Yesterday
prefabed camping cooker and added colliders changed model to prefab in small apartment
Yesterday
▆▉ ▄▉▄▆█ ▊▅▉▌ ▆▌▆▌▊▊▍█▇▇▅▄▇▉▄▌▇▊▋▌▌▋▉▆▍▊▍▍▊▍▅▇▅▇
Yesterday
Fix holes not being cleared when disabled Use TerrainHole inspector on TerrainMeta and Hole components Implement holes in foliage placement compute Fix command buffer manager initialisation for terrain holes Dilate y-axis of holemask to prevent shadow issues on close geometry
Rin
Yesterday
Brightened Fuse icon. No longer a black sqaure https://files.facepunch.com/Rin/2026/05/SH7yAyVdmO.png
Rin
Yesterday
spawn changes
Yesterday
Merge from melee_subsystem (just setup on the vanilla torch for now)
Yesterday
Exposed and improved mask blend speed
Yesterday
▉ ▍▋▊▄▇█▅▄ ▆▅▆▊▉▉▄▍▇ ▆▌▅▍▉▆▊ ▆▅▋▅▉▉█ ▅▇▅▉▆ ▌█▉▄ ▊▆▅▊▄▋▍▅▉▍▇ ▍▅ ▍▉▇▉▍▋▅ ▊ ▍▉▋▋▄▇ █▍▌▄▍▊▌█▋▇ ▉▊▉▅▊ ▊▉ ▅▉▍ █▉▅▊▍▋▇▇▋▋█▌ ▍█▉▅▊▌█▆▇ █▋▍▍ ▇▅▄▄▆▍▉▆ ▄▍▌▋▅▅ ▆▆█▋ ▄▍▊▊▅
Yesterday
Fixed missing threshold transitions on torch controller
Yesterday
Fixed controller handles starting at full weight
Yesterday
Fixed warning spam from ragdolled player models
Yesterday
Better/more insane way of blending masks, run two concurrent controllers with different masks and blend them in/out Seems to work well, masks the difference in left hand pos
Yesterday
Added API to swap avatar masks Switch to full upper body mask during light/extinguish animations
Yesterday
WIP melee weapon animation sub system work Run a child controller per weapon
Yesterday
Added static helpers to easily detect and enable/disable stacks of subs systems Sub systems can now be applied to any mountable Sub systems can now be applied to a HeldEntity
Yesterday
Replaced the upper body toggle on animator sub systems with a mask field, each system can now be assigned an independent mask If no mask is assigned it will fall back to the full body mask (cannot have no mask at all)
Yesterday
- implement refraction pass after regular transparents - implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline - get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
Yesterday
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
Yesterday
Eval pass and first evaluators
Yesterday
Merge from main Mostly code merges, all auto resolved
Yesterday
Female mid-length hair wood helmet replacement meshes
Yesterday
Added advanced and basic blueprint fragment single pickup spawners