reporust_rebootcancel

139,811 Commits over 4,383 Days - 1.33cph!

10 Months Ago
Fixed screen mode setting changing the wrong convar
10 Months Ago
Fix bug which could cause a 'wall' to be returned when it should've been deployable snapping Prevent corner hits from easily hitting the floor Ensured float checks on score dont lose float accuracy
10 Months Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
10 Months Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
10 Months Ago
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
10 Months Ago
Fix Typo in ServerAdminPlayerInfo
10 Months Ago
10 Months Ago
Finishing up blend layers on floating walkways
10 Months Ago
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10 Months Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
10 Months Ago
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10 Months Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
10 Months Ago
Exclude soft mask assembly from obfuscation
10 Months Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
10 Months Ago
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10 Months Ago
merge from store-june-2025
10 Months Ago
merge from legacy_wall_gate_sitem
10 Months Ago
merge from player_report_endpoint_changes
10 Months Ago
merge from compound_spawn_tweaks
10 Months Ago
ghost ship trawler exterior textures resize on many onboard props ship name decal prep
10 Months Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
10 Months Ago
Water barrel cant snap to other water barrels, bounds are too hard to work with
10 Months Ago
snap_deployable_improvements -> main
10 Months Ago
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10 Months Ago
snap_deployable_improvements -> main
10 Months Ago
Fixed storage barrel b corner snapping
10 Months Ago
Cleanup
10 Months Ago
Fix typo on legacy wood - updated strings
10 Months Ago
Merge from main
10 Months Ago
Fixed snapping not working right on brutalist foundations
10 Months Ago
Continuing working on blends for floating walkways
10 Months Ago
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
10 Months Ago
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
10 Months Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
10 Months Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
10 Months Ago
set repairable definition correctly so items can be spraypaint skinned
10 Months Ago
Deployable snapping setting Fixed some padding issues
10 Months Ago
Added new UI sound slider to the new settings menu
10 Months Ago
Added new map markers binds in the settings
10 Months Ago
Added a button to reset keybinds individually
10 Months Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
10 Months Ago
Rebuild manifest
10 Months Ago
Merge from main
10 Months Ago
Setup for third person testing
10 Months Ago
legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
10 Months Ago
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
10 Months Ago
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
10 Months Ago
Connect Modal styling
10 Months Ago
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10 Months Ago
Fix minigun world model briefly spinning when being equipped in third person