reporust_rebootcancel

142,742 Commits over 4,413 Days - 1.35cph!

Yesterday
Adjust both arms curve on torch attack animations
Yesterday
▅ ▌▉▉▋█▆▄ ▉█▆▍▍▍▌▄▅▌██▋▌ ▉▉▋ ▋▇▍█▅▍█▅█▇ ▍▋▌▊ ▊█▌▋▋▍ ▍▍▋▄▋▆ ▊▇▊█▆▆▄ ▌▍▅ ▆▊██▋▌▉▉▍ ▆▆▅▋▍
Yesterday
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
Yesterday
Move to new folder
Yesterday
Update: pool.usemutexpool convar (default 0) to optionally revert to original pool - ran codegen(skipping protobuf due to mac weirdness) Tests: booted into craggy and toggled the var. Checked pool capacities via pool.print_memory
Yesterday
merge from automated_testing
Yesterday
Moved server block in TestScenario_RocketSplashDamage
Yesterday
Don't catch exceptions in WrapTestAsCoroutine
Yesterday
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
Yesterday
Bug fixes and optims, only snapshots dirty slots
Yesterday
Added cube variants of the br_sphere family, CubeEntity with size lerping support https://files.facepunch.com/raul/1b1311b1/cube_vis.jpg https://files.facepunch.com/raul/1b1311b1/cubes_showcase.mp4
Yesterday
▉ ▋▋█ ▍██▄▉▊ ▉▆██ ▄▄
Yesterday
Increased LOD2 on the apple tree again... Added a very small chance for apples to fall just by hitting the tree (this will not happen to trees with beehives on). https://files.facepunch.com/LukeD/2026/05/Unity_ZUViSdEn7h.mp4 Now I can finally work on my magnum opus, adding coconuts to trees in the deep sea.
Yesterday
▍ ▋▍▍▋▇▇▉ ▋▄▇▋ ▊▋▅
Yesterday
Trace debug commands, logs when something happens on a circuit
Yesterday
illuminated pressure pad; - game model added. - pressure pad lights up in two conditions; when power is sent or when power is recieved. Which now allows burst of power to illuminate the pad for a small time. - updated material, prefab and icon. https://files.facepunch.com/curtis/1b1411b1/14_03-08-CadetblueOlingo.mp4
Yesterday
illuminated pressure pad; - add baked textures for preview, not yet textured
Yesterday
illuminated pressure pad; - remove redundant texture
Yesterday
remove debug print in WaterRendererFeature
Yesterday
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
Yesterday
merge from interaction_toast_banned_fix
Yesterday
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
Yesterday
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
Yesterday
merge from automated_testing
Yesterday
Missed one
Yesterday
merge from automated_testing
Yesterday
Editor only codegen, codegen
Yesterday
merge from automated_testing
Yesterday
Compile fix
Yesterday
merge from automated_testing
Yesterday
- Better world spline inspector - Methods to find closest point on a spline to a world position
Yesterday
testlist
Yesterday
Added RRP support for the dev-only shadow convars
Yesterday
merge from main
Yesterday
m16a2 update. gamemesh and wip textures
Yesterday
exported updated 3p sprint animation
Yesterday
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Yesterday
Better bounds
Yesterday
Codegen
Yesterday
Dont network ball rotation - its just calculated on the client from velocity information
Yesterday
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
Yesterday
Added ball rolling
Yesterday
missed file
Yesterday
Add drag to the pool ball velocity
Yesterday
networking tweaks
Yesterday
Fixed looping gestures fading out after a single loop (but not actually ending)
Yesterday
merge from mortar_prototype
Yesterday
Fix animation handles not being freed on mortars/cannons in demos
Yesterday
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Yesterday
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....