reporust_rebootcancel

135,390 Commits over 4,444 Days - 1.27cph!

13 Days Ago
Fix phrases getting lost in a previous merge
13 Days Ago
Update PhraseContexts.json
13 Days Ago
fix contact shadows server compile
13 Days Ago
🥷❌
13 Days Ago
merge from render_pipeline_testing
13 Days Ago
Fix entrance of monument sometimes being blocked by invisible server colliders - was caused by the server double doors having their Animator stripped due to RealmedRemove not being attached to the same GameObject as the animator component
13 Days Ago
merge from fix_workshop_autoscreenshots
13 Days Ago
update workshop automatic screenshots to accomodate for steam upload limit 5mb -> 1mb
13 Days Ago
Fix disbanding clans showing up on the leaderboard
13 Days Ago
merge from prototype -> apartment_complex_monument
13 Days Ago
Updating phrases
13 Days Ago
Adjust the position of the front vendor forwards so they are easier to interact with
13 Days Ago
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
13 Days Ago
13 Days Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
13 Days Ago
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
13 Days Ago
merge from main
13 Days Ago
merge from main -> apartment_complex_monument/prototype
13 Days Ago
Merge from clan_tab_refresh_button
13 Days Ago
update apartment_complex_monument/prototype
13 Days Ago
merge from prototype -> apartment_complex_monument
13 Days Ago
temp
13 Days Ago
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
13 Days Ago
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
13 Days Ago
snapping_fixes -> main
13 Days Ago
Ability to enable/disable seat by socket height dynamically on each entity
13 Days Ago
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)
13 Days Ago
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
13 Days Ago
add some additional RRP client-only guards
13 Days Ago
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
13 Days Ago
Compile fixes, metas, codegen
13 Days Ago
Root motion data stuff
13 Days Ago
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
13 Days Ago
Fix crash in DrawProcedural() due to wrong shaderPassId
13 Days Ago
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
13 Days Ago
merge from main
13 Days Ago
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
13 Days Ago
Glowing Wallpapers - foxfire wallpaper initial setup
13 Days Ago
Update: fill in some missing overloads in TerrainHeightMap - get rid of commented methods Tests: ran unit tests
13 Days Ago
adding roll container prop
13 Days Ago
Normal testv2
13 Days Ago
Removed Tests/Open Property Drawer Test Window Was introduced by the TMP update, never gonna use and its a stupid path
13 Days Ago
merge from horse_cactus_fix
13 Days Ago
Clean: replace GetHeightsFastIndirect with GetHeightsIndirect - also fix a bug with invalid indexing - TerrainMap<T> now exposes internal src buffer as a ReadOnly view Starting cleanup effort, rough path ahead Tests: ran unit tests
13 Days Ago
Fixed player dying instantly when touching a cactus while mounting a horse Could happen rarely when the rider sat on the edge of the cactus TriggerHurtEx trigger. When mounted, the mount sync force updates the player triggers every frame, so the overlap test flickered in and out of the trigger and fired OnTriggerEnter Can happen with any mountable in theory, just more common with horses TriggerHurtEx now debounces damage applied to the same entity multiple times in a single frame
13 Days Ago
Typo fix
13 Days Ago
Phrases
13 Days Ago
merge from PlayerMaintainedMonuments
13 Days Ago
Further spraycan refactor progress Entities restrict whether they are in a valid state for reskinning by overriding CanBeReskinned / CanBeRedirectSwapped Unified the way the reskin error toasts are sent, added 2 more - getting toasts when a reskin failed is now more consistent vs just not being able to open the menu Fixed not seeing the amount of seconds you need to wait when trying to reskin a recently damaged entity Some cleanup, moved BaseEntity.Reskinning to its own file
13 Days Ago
merge from PlayerMaintainedMonuments