reporust_rebootcancel

140,019 Commits over 4,505 Days - 1.30cph!

Yesterday
Fix the master key getting stuck in the animation state if you left click with key, as it derives from the keycard but has no swipe animation
Yesterday
russian roulette; - updated prefab - updated textures wip
Yesterday
Crystal AR store page wip
Yesterday
Wood armor gloves placeholder skin viewer mesh
Yesterday
Added wooden armor parts and crystal AR to the skin viewer
Yesterday
merge from maintainables_fixes
Yesterday
remove extra debug log
Yesterday
merge from editor_save_toolbar -> main
Yesterday
merge from skinviewer_cubemap_fix
Yesterday
merge from main -> editor_save_toolbar
Yesterday
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns - Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path Also fix PlaceWaterTreamentPipes to not use unnecessary statics
Yesterday
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server
Yesterday
merge from qol_compost_ui -> main
Yesterday
Codegen
Yesterday
Optim: consolidate bundle un-/sub to store opening closing - force reload the active tab when opening store page Lets us unload resources while being ingame. Saves us 380MB in textures Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
Yesterday
merge from main -> qol_compost_ui
Yesterday
added more calf texture and material variants and an extra cow variant.
Yesterday
Bugfix: make sure grids of general store tab get notified about closure Avoids growing asset bundle ref count Tests: navigated through abunch of menus, no errors
Yesterday
Updating izi world model rig
Yesterday
revert anchors to softer checks, too many was preventing them from spawning works is carried by the terrain heigh raisers to try to fill terrain under the skirt in the prefab
Yesterday
Swap live background over to a small apartment Setup custom lighting for icon rendering
Yesterday
Use a live background in the character creator Streamline everything into a single CharacterStage prefab Cleanup old crappy static shot renderer
Yesterday
merge from paint_f1menu_fixes
Yesterday
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone. it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3 collision 34 mesh colliders -> 1 i dont t
Yesterday
Update: convert icons on DLC tab to be dynamic refs - updated StoreBundleTool to auto-update stale properties after bundle assignment - ran dyn ref bundle assign - also made CoverImage only do non-unity-null check as it was misfiring Tests: navigated through in editor both in db and bundle backends, tried standalone
Yesterday
Merge from hab_armour_damage
Yesterday
HAB armour returns parent hotairballoon health.
Yesterday
Fixed paintable dialog interactions executing (drawing, zooming, panning, orbiting) when the F1 menu is open Fixed brush preview hiding the cursor while the F1 menu is open when hovering the cursor over the paintable area Applied the fix to paintings / canvases, pumpkin, sculpture and neon dialogs Before: https://files.facepunch.com/raul/2026/August/27_16-56-RingedLimpkin.mp4 After: https://files.facepunch.com/raul/2026/August/27_16-57-LawngreenSunbittern.mp4
Yesterday
Bit more decal work on boiler room decals
Yesterday
merge from main
Yesterday
Attempting to fix pipe access point procgen spawning by generating an outter and inner terrain anchor ring to look for 'flat' terrain underneath the prefab, s2c
Yesterday
Tooltip pass
Yesterday
fix override in last change
Yesterday
Added 50x50cm pipe corner variant to Pipe Kit B. UV'd wires in boiler room + Decal polish.
Yesterday
Set translation strings
Yesterday
Move gamepad options to their new section in the left bar now that there's a bunch.
Yesterday
reduce network range of critters
Yesterday
Implement gamepad cursor acceleration and options
Yesterday
merge from ocean_sim_waterlevel_trace_fix
Yesterday
Added the missing channel mixer post process effect to the nvg RRP volume asset
Yesterday
Boat building station deployment works with env.oceanlevel != 0 Allowed setting env.oceanlevel to negative values, whats the worst that could happen...
Yesterday
merge from glass_ar
Yesterday
Crystal AR - renamed entities for consistency with other AR's, fixed missing starting ammo
Yesterday
Reduce gamepad cursor speed significantly when moving a UI slider. Implement value snapping for UI sliders when using gamepad cursor. Left trigger also stacks with this to further reduce move speed for precise UI slider control.
Yesterday
merge from main
Yesterday
Holding left trigger reduces gamepad cursor speed. Exposed cursor speed and left-trigger-held cursor speed values as convars. Add options to UI Add left trigger to menu VDF config file.
Yesterday
merge from midi_warmup
Yesterday
remove debug logging
Yesterday
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
Yesterday
Missing files Turn off prediction for firecrackers and survery charges