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142,780 Commits over 4,413 Days - 1.35cph!

Yesterday
Adjust both arms curve on torch attack animations
Yesterday
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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
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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
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Yesterday
Trace debug commands, logs when something happens on a circuit
2 Days Ago
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
2 Days Ago
illuminated pressure pad; - add baked textures for preview, not yet textured
2 Days Ago
illuminated pressure pad; - remove redundant texture
2 Days Ago
remove debug print in WaterRendererFeature
2 Days Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
2 Days Ago
merge from interaction_toast_banned_fix
2 Days Ago
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
2 Days Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
2 Days Ago
merge from automated_testing
2 Days Ago
Missed one
2 Days Ago
merge from automated_testing
2 Days Ago
Editor only codegen, codegen
2 Days Ago
merge from automated_testing
2 Days Ago
Compile fix
2 Days Ago
merge from automated_testing
2 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
2 Days Ago
testlist
2 Days Ago
Added RRP support for the dev-only shadow convars
2 Days Ago
merge from main
2 Days Ago
m16a2 update. gamemesh and wip textures
2 Days Ago
exported updated 3p sprint animation
2 Days Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
2 Days Ago
Better bounds
2 Days Ago
Codegen
2 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
2 Days Ago
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
2 Days Ago
Added ball rolling
2 Days Ago
missed file
2 Days Ago
Add drag to the pool ball velocity
2 Days Ago
networking tweaks
2 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
2 Days Ago
merge from mortar_prototype
2 Days Ago
Fix animation handles not being freed on mortars/cannons in demos
2 Days Ago
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)
2 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....