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134,086 Commits over 4,444 Days - 1.26cph!

Today
Fix phrases getting lost in a previous merge
Today
Update PhraseContexts.json
Today
fix contact shadows server compile
Today
🥷❌
Today
merge from render_pipeline_testing
Today
merge from prototype -> apartment_complex_monument
Today
Updating phrases
Today
Adjust the position of the front vendor forwards so they are easier to interact with
Today
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
Today
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
Today
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
Today
merge from main
Today
merge from main -> apartment_complex_monument/prototype
Today
Merge from clan_tab_refresh_button
Today
update apartment_complex_monument/prototype
Today
merge from prototype -> apartment_complex_monument
Today
temp
Today
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
Today
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
snapping_fixes -> main
Ability to enable/disable seat by socket height dynamically on each entity
Today
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)
Today
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
Today
add some additional RRP client-only guards
Today
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
Today
Compile fixes, metas, codegen
Today
Root motion data stuff
Today
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
Today
Fix crash in DrawProcedural() due to wrong shaderPassId
Today
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
Today
merge from main
Today
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
Today
Glowing Wallpapers - foxfire wallpaper initial setup
Today
Update: fill in some missing overloads in TerrainHeightMap - get rid of commented methods Tests: ran unit tests
Today
adding roll container prop
Today
Normal testv2
Today
Removed Tests/Open Property Drawer Test Window Was introduced by the TMP update, never gonna use and its a stupid path
Today
merge from horse_cactus_fix
Today
Clean: replace GetHeightsFastIndirect with GetHeightsIndirect - also fix a bug with invalid indexing - TerrainMap<T> now exposes internal src buffer as a ReadOnly view Starting cleanup effort, rough path ahead Tests: ran unit tests
Today
Fixed player dying instantly when touching a cactus while mounting a horse Could happen rarely when the rider sat on the edge of the cactus TriggerHurtEx trigger. When mounted, the mount sync force updates the player triggers every frame, so the overlap test flickered in and out of the trigger and fired OnTriggerEnter Can happen with any mountable in theory, just more common with horses TriggerHurtEx now debounces damage applied to the same entity multiple times in a single frame
Today
Typo fix
Today
Phrases
Today
merge from PlayerMaintainedMonuments
Today
Further spraycan refactor progress Entities restrict whether they are in a valid state for reskinning by overriding CanBeReskinned / CanBeRedirectSwapped Unified the way the reskin error toasts are sent, added 2 more - getting toasts when a reskin failed is now more consistent vs just not being able to open the menu Fixed not seeing the amount of seconds you need to wait when trying to reskin a recently damaged entity Some cleanup, moved BaseEntity.Reskinning to its own file
Today
merge from PlayerMaintainedMonuments
Today
Normal test
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points. Rename powergrid_generator.static prefab as it isn't really a generator Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
Merge from powergrid
Today
updates to gas station circuitry/garage door from meeting feedback