reporust_rebootcancel

158,347 Commits over 4,566 Days - 1.44cph!

2 Months Ago
Codegen, compile fixes
2 Months Ago
Merge from main (will need codegen)
2 Months Ago
Gutter cornices: combined each into one MeshLOD renderers 30 > 3 LOD components 30 > 3 Parts cull at different distances (supports 15, caps 35, rail 75), so each state is a mesh of only what's still visible - 802/88/24 tris, matching the originals at every band. Still batches, all states under the vert cap. time for bed
2 Months Ago
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
2 Months Ago
Abyss barrels: combined the seaweed into one mesh per barrel Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15). seaweed clumps 107 > 2 meshes LOD components 109 > 4 renderers 115 > 10 prefab size 518kb > 121kb Geometry and collision unchanged. Wind is preserved.
2 Months Ago
Merge from main
2 Months Ago
optimized poker table variants: Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60). - RendererLOD chains: 34 > 4 MeshLOD - LOD components: 226 > 192 - renderers: 321 > 212 - GameObjects: 143 fewer - LOD0 submesh draws: 49 > 14 - prefab size : 508kb > 122kb Also cleared a dead LODGroup from _cardtable_base
2 Months Ago
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2 Months Ago
update from main
2 Months Ago
update from main
2 Months Ago
RidableHorse.prefab
2 Months Ago
merge from fix_masterkey_swipe -> main
2 Months Ago
Add tests to prove the swiping is correct
2 Months Ago
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
2 Months Ago
russian roulette; - updated prefab - updated textures wip
2 Months Ago
Crystal AR store page wip
2 Months Ago
Wood armor gloves placeholder skin viewer mesh
2 Months Ago
Added wooden armor parts and crystal AR to the skin viewer
2 Months Ago
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2 Months Ago
merge from maintainables_fixes
2 Months Ago
remove extra debug log
2 Months Ago
merge from editor_save_toolbar -> main
2 Months Ago
merge from skinviewer_cubemap_fix
2 Months Ago
merge from main -> editor_save_toolbar
2 Months Ago
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
2 Months Ago
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server
2 Months Ago
merge from qol_compost_ui -> main
2 Months Ago
Codegen
2 Months Ago
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 >.>
2 Months Ago
merge from main -> qol_compost_ui
2 Months Ago
added more calf texture and material variants and an extra cow variant.
2 Months Ago
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
2 Months Ago
Updating izi world model rig
2 Months Ago
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
2 Months Ago
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2 Months Ago
Swap live background over to a small apartment Setup custom lighting for icon rendering
2 Months Ago
Use a live background in the character creator Streamline everything into a single CharacterStage prefab Cleanup old crappy static shot renderer
2 Months Ago
merge from paint_f1menu_fixes
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Merge from hab_armour_damage
2 Months Ago
HAB armour returns parent hotairballoon health.
2 Months Ago
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
2 Months Ago
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2 Months Ago
Bit more decal work on boiler room decals
2 Months Ago
merge from main
2 Months Ago
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
2 Months Ago
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2 Months Ago
Tooltip pass
2 Months Ago
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