reporust_rebootcancel

140,382 Commits over 4,536 Days - 1.29cph!

Yesterday
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
Yesterday
Fix animals clipping with the player
Yesterday
cannon guide combined into one mesh and one renderer. Renderers 11 -> 1, guide draws 11-> 2, built from the LOD1 parts so 24k tris -> 15k cannon_base LOD chain fix also fixed deployable telephone to properly reference LOD2 instead of doubling up on LOD1 from 15m -> 50m culling distance.
Rin
Yesterday
merge from fuse_clan_score_fix
Yesterday
main -> grenade_client_prediction
Yesterday
merge from hab_armor_LOD_fix
Yesterday
removed door that was baked into lod3 of the hab armor causing the door to change position
Yesterday
Refactored BowWeapon and CrossbowWeapon to have a shared ArrowWeapon class Standardise them to have a single exposed 'Extra Arrow Renderers' list that can arrows outside arrowRoot Standardise turret workflow
Yesterday
Disabled playOnShow on blocker stage change particle FX
Yesterday
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables
Yesterday
Merge from main
Yesterday
Add some prevent movement colliders to the barrel blockers which persist between destruction stages
Yesterday
Disable steering input when UI visible
Yesterday
Fixed the GrabPass error spam coming from the Simple Water shader
Yesterday
Phrase fix
Yesterday
cleaned up test scene and meshes
Yesterday
Fixed the GrabPass error spam coming from the Particle/Refraction shader
Yesterday
fixed the fuel tank and fridge junk LOD chains as they were broken fuel_tank_a_600 and a_900 had their LOD3 at 300m, the same distance as the cull, so it never showed - moved to 150m and gave a_900 the cull state it was missing whcih meant it was never culling fuel_tank_b_300/600/900/900_alt moved their last LOD switch from 50m to 150m to match, and the last LOD on all six tanks no longer casts shadows fuel tanks LOD distances are unified now fridge_junk door had the same dead state at 80m - LOD2 now switches at 50m ran s2p
Yesterday
Manifest
Yesterday
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
Rin
Yesterday
merge from glass_ar
Yesterday
Fix potential mismatch of enabled colliders on server and client on monument blockers Fix collapse blocker holding invalid reference to one of its colliders
Yesterday
Finalized full implementation of the server console on Linux - behaves the same as on Windows, including overriding -logfile https://files.facepunch.com/raul/2026/September/02_11-59-CaringPeacock.mp4
Yesterday
Fixed ShowToast_Translated not parsing tokenized phrase
Yesterday
Post merge manifest
Yesterday
Fix "guid is empty" server error when first dropping certain items
Yesterday
workbench upgrade visuals now share the workbench LOD distances 1/50/150 cull 250, this also matches the workbench upgrade empty states added the missing cull states on recyclebin, salvage and efficiency and fixed engineer culling at 25m now a lot more consistent and unified
Yesterday
added the missing cull state to 5 props that drew their last LOD forever - pork and wolf oven meat, small battery, satellite control console, kayak paddle
Yesterday
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
Yesterday
Merge from main
Yesterday
Merge from deployablefencegate
Yesterday
Merge from LOD preview branch to bring in new viewport tool
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Remove unnecessary components from static piano S2P floating cities, outpost
Yesterday
fixed raw and spoiled pork ran LOD0, 1, 2, 3, then LOD0 again at 35 m, so past 35 m they draw eight times more than at 15 m never culling. fixed Human meat and wolf meat (oven and raw) had a similar issue but repeated their cheapest mesh instead of culling.
Yesterday
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
Yesterday
Merged Jarryd's changes to LOD preview
Yesterday
More textures
Yesterday
Resized some LOD textures
Yesterday
set rig to none and disabled animation import on 31 workbench upgrade fbxs including their gibs, none of them contain a rig or animation and generic rig was adding a dead animator to every model root
Yesterday
Contact list note fix
Yesterday
fixed efficiency upgrade coming in way too big. last lod was okay - must have been in local mode on lod 2 when applying the transforms in blender (they have to be all visible)
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Car steering max clamp improvement when using analogue
Yesterday
Fix NRE when a livestock animal dies
Yesterday
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
Yesterday
Disable shield compatibility with flashlight