reporust_rebootcancel

134,303 Commits over 4,444 Days - 1.26cph!

Yesterday
Merge from Fix_odd_deployguides
Yesterday
Merge from clan_bugfixes
Yesterday
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
Yesterday
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
Yesterday
Fixed rentable shop signs not loading on non owner clients
Yesterday
delete old file
Yesterday
get binocular effect working in RRP
Yesterday
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
Yesterday
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
Yesterday
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
Yesterday
Better fix
Yesterday
Fixed break in menu item throwing server side entityref lookup error
Yesterday
compile fix 2
Yesterday
New Wearable pooling test, ensures every wearable has a poolable component
Yesterday
Fix military silencer not spawning in loot
Yesterday
1st floor and mid floor corridors LOD/COL/prefabs
Yesterday
url test
Yesterday
Fix phrases getting lost in a previous merge
Yesterday
Update PhraseContexts.json
Yesterday
fix contact shadows server compile
Yesterday
🥷❌
Yesterday
merge from render_pipeline_testing
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Updating phrases
Yesterday
Adjust the position of the front vendor forwards so they are easier to interact with
Yesterday
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
Yesterday
Yesterday
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
Yesterday
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
Yesterday
merge from main
Yesterday
merge from main -> apartment_complex_monument/prototype
Yesterday
Merge from clan_tab_refresh_button
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
temp
Yesterday
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
Yesterday
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
Yesterday
snapping_fixes -> main
Yesterday
Ability to enable/disable seat by socket height dynamically on each entity
Yesterday
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)
Yesterday
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
Yesterday
add some additional RRP client-only guards
Yesterday
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
Yesterday
Compile fixes, metas, codegen
Yesterday
Root motion data stuff
Yesterday
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
Yesterday
Fix crash in DrawProcedural() due to wrong shaderPassId
Yesterday
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
Yesterday
merge from main
Yesterday
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