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134,211 Commits over 4,444 Days - 1.26cph!

Today
Default gather rate to 2x
Today
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
Today
Bury the timer and or switch under the ground (so players can't press the timer and can only press the button to re-open the door)
Today
Instead of doing the timed lock as a custom entity, implement it with normal IO (Timer + Push Button) and trigger the timer with the NPC - add `testapartmentsecuritydoor` to fire off the NPC option
Today
Added new GatherRate server convar Multiplies total resources received from ResourceDispensers and CollectibleEntities Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses
Today
Add inventory popups for items collected from reclaim functionality of rentable shop
Today
Rename TimedAccessDoor -> TimedLock
Today
Merge from aniso_filtering_texture_fix
Today
Merge from Fix_odd_deployguides
Today
Merge from clan_bugfixes
Today
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
Today
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
Today
Fixed rentable shop signs not loading on non owner clients
Today
delete old file
Today
get binocular effect working in RRP
Today
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
Today
Better fix
Today
Fixed break in menu item throwing server side entityref lookup error
Today
compile fix 2
Today
New Wearable pooling test, ensures every wearable has a poolable component
Today
Fix military silencer not spawning in loot
1st floor and mid floor corridors LOD/COL/prefabs
Today
url test
Today
Fix phrases getting lost in a previous merge
Today
Update PhraseContexts.json
Today
fix contact shadows server compile
Today
🥷❌
Today
merge from render_pipeline_testing
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Updating phrases
Yesterday
Adjust the position of the front vendor forwards so they are easier to interact with
Yesterday
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
Yesterday
Yesterday
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
Yesterday
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
Yesterday
merge from main
Yesterday
merge from main -> apartment_complex_monument/prototype
Yesterday
Merge from clan_tab_refresh_button
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
temp
Yesterday
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
Yesterday
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
Yesterday
snapping_fixes -> main
Yesterday
Ability to enable/disable seat by socket height dynamically on each entity
Yesterday
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)
Yesterday
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
Yesterday
add some additional RRP client-only guards