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143,512 Commits over 4,413 Days - 1.36cph!

Yesterday
FIx NRE in SprayCan
Yesterday
Merge from industrial_dlc
Yesterday
merge from fix_editor_reflection_probe_delay -> main
Yesterday
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Yesterday
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
Yesterday
merge from optimize_generate_textures_alloc -> main
Yesterday
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
Yesterday
Hair test
Yesterday
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)
Yesterday
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Yesterday
Regenerate font with all characters
Yesterday
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
Yesterday
Add dripping font for the apartment door numbers
Yesterday
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
Yesterday
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
Yesterday
merge from main -> optimize_generate_textures_alloc
Yesterday
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
Yesterday
Add culling sphere component to the apartments
Yesterday
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
Yesterday
Update: Codegen Tests: builds
Yesterday
Merge: from main Needs codegen
Yesterday
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
Yesterday
Update: add StringView-to-numeric extensions Tests: ran unit tests
Yesterday
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
2 Days Ago
m16a2 world model added
2 Days Ago
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
2 Days Ago
functional darts 1p viewmodel
2 Days Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
2 Days Ago
scene fix
2 Days Ago
finalize RRP underwater post processing
2 Days Ago
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2 Days Ago
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
2 Days Ago
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
2 Days Ago
merge from texture_optimisations
2 Days Ago
Adding bullet joint to m16 rig
2 Days Ago
Optim: Arg.FullString is now a StringView - updated CodeGenerator to support StringView params - ran codegen Saves an allocation(once I’m done with conversion). Currently at 12 allocs/0.85KB per call Tests: booted into cragy, tried echo and say commands