reporust_rebootcancel

140,295 Commits over 4,536 Days - 1.29cph!

Yesterday
Updating skinning for bull/calf
Yesterday
merge from advanced_wooden_crate_gib_fix
Yesterday
fixed loot crate gibs spawning with way too small colliders - although its a temporary fix until other issues can be ironed out.
Yesterday
Merge: from main
Yesterday
crystal ar final store icon
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Hooked up randomisation on alien costume vm
Yesterday
Merge from vm_randomisation
Yesterday
Merge from main
Yesterday
New milk item placeholder
Yesterday
If an item id doesn't match the shortname, show an error in the inspector with a fix button
Yesterday
merge from render_pipeline_testing
Yesterday
client guard
Yesterday
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
Yesterday
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
Yesterday
ai.showstate now parents it's Ddraw labels, looks a lot smoother
Yesterday
Animals can now eat from a trough, will prioritise that over grazing on grass
Yesterday
Shearing interaction
Yesterday
merge from main
Yesterday
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Yesterday
Hooked up male calf prefab/material
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Yesterday
Merge from footstep_heavy_armour_fix
Yesterday
Fixed player footsteps not playing when slowed by excessive amount of armour Affects players wearing full plate set as well as diving fins while walking on land
Yesterday
main -> character_customisation
Yesterday
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
Yesterday
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode Supports multi select, also draws a box around the object in the scene view with a label for it's LOD Works in prefab editing and in the scene view
Yesterday
merge from main
Yesterday
Planters: improved placement guide meshes - new low-poly guide meshes for large, small and triangle planters - all three were using their full LOD0 mesh as the deploy guide that was missing the soil now looks and feels way less jarring and much more satisfying https://files.facepunch.com/pilgrim/2026/August/31_23-29-IvoryMussaurus.mp4
Yesterday
LOD pass on computer station + mixing table decor - computerstation.FBX re-exported with proper LOD meshes; computerstation.static LODGroup -> RendererLOD, deployed + apartmentcomplex variants updated for the new model - MixingTable.Decor: glassware/water existed twice - embedded invisible in the table LOD meshes and again as 9 separate LOD0-only renderers on top; re-exported as one clean 3-LOD mesh with the glass material live, 12 renderers -> 1, LODGroup -> MeshLOD
Yesterday
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
Yesterday
russian roulette; - lods added - updated prefab - material updated
Yesterday
LODGroup/RendererLOD -> MeshLOD conversion pass on vending machines, covered ch47/bradley props and tin can alarm: 129 -> 75 renderers, 23 -> 6 LODGroups, brings them into the LOD grid + occlusion culling - vendingmachine family x5: RendererLODs collapsed to MeshLODs (55 -> 33 renderers) now can occlusion cull - covered bradley/ch47 x6: LODGroups converted, wraps stay RendererLOD where materials demand it (66 -> 39 renderers); ch47_covered, ch47_covered_wrap + bradley_covered_wrap FBXs re-exported so LOD material order matches - tincan.alarm: split into frame + cans MeshLODs so the rattle anim survives (8 -> 2 renderers); worldmodel onto MeshLOD too
Yesterday
merge from hackweek_parented_ddraw
Yesterday
Parent DDraw objects onto the player model instead of the BasePlayer object
Yesterday
merge from main
Yesterday
merge from admin_status_indicators
Yesterday
Added Infinite Ammo admin status indicator https://files.facepunch.com/raul/2026/August/31_19-35-AppropriateYosemitetoad.png
Yesterday
better FSM way to handle critter overrideable Interested states
Yesterday
merge from main
Yesterday
merge from jukebox_snapping
Yesterday
Added Jukebox deployment snapping https://files.facepunch.com/raul/2026/August/31_18-30-KeyWildebeast.mp4
Yesterday
9 alpha-less BC7 albedo/em maps -> DXT1, 3 also halved (retro cupboard ems, m16a2_02, loot barrel): saved ~28 MB VRAM, no alpha lost no visual quality difference
2 Days Ago
Fixed igniter and tesla coil damage tests failing since the last optim
2 Days Ago
Improve carvable pumpkin deployment
2 Days Ago
Batteries now add drain for the power actually reaching them Updated tests
2 Days Ago
Regenerated MaterialIndex.json - was dated Aug 2021, so Tools/Optimize/Find Material Optimzations had been reporting 5-year-old state. Fresh scan covers 9,055 materials and flags 164 with compression savings (84 unique textures, ~68 MB VRAM potential) for example m16a2 ao on high quality compression = 1.3mb, normal compression with no visual cost = 0.7mb First pass on the free wins: 15 alpha-less DXT5/BC7 textures -> DXT1, ~13 MB VRAM, no quality cost - m2bradley mainbody/armor: removed DXT5 standalone override (5.3 MB) - m16a2 AOs x3, flamethrower AO: HQ -> Normal compression (5.3 MB) - workbench upgrade AOs x2, apartment door mats AO, crate_2/gib/webbing AOs: HQ -> Normal compression (2.2 MB)