reporust_rebootcancel

139,780 Commits over 4,505 Days - 1.29cph!

Today
Merge from tc_auth_group_tests
Today
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
Today
Merge from main
Today
Merge from marketplace_power
Today
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
Today
Merge: from main
Today
Bugfix: ensure coverImage is enabled when initialized after initEmpty Think it's time to move to standalone testing Tests: navigated shop UI - all tiles had images
Today
Added 3 apples to oak_d for now for testing Added apple to the manifest Re-implemented all the previous logic from the hackweek branch
Today
Bugfix: restore DLC prefab setup which caused NREs on dlc tile click - ran dyn ref assign Tests: clicked through all dlc items - all open
Today
merge from main
Today
Patrol heli, bradley, satellite crash sites get saved correctly instead of all crates disappearing when the server restarts - Enable saving on all of the crates and server gibs, the OnFire state persists - Converted satellite crates to the same LockedByEntCrate setup that heli and bradley use, got rid of TimedUnlootableCrate - Set all of the crate despawn time to 30 minutes from 60 (doesn't make sense for them to stick around longer than the gibs) - Fix heli crates landing on unloadable train wagons again (needed an extra fix now that they're saved)
Today
Bugfix: avoid invalidating sprites when shop opens (caused by closing page on warmup) - Moved tab opening to OnOpened, after dynamic bundle resources were loaded - also implement better handling of overwrites Too much time chasing editor boot optim skipping warmup causing weirdness Tests: could scroll in general shop page, most of the tiles were clickable, only special dlc items were throwing. Still missing icons
Today
Bugfix: rename a field to let StoreBundleTool find replicated ref field - ran dyn ref & bundle assigns Tests: can click on featured tiles in store (but tile icon was still missing)
Today
some more tweaks to textures that don't need to ship 2k vram 12.0MB -> 1.0MB
Today
texture reduction pass - deployable, tools, food, component items: 71 textures touched, 38 resolutions brought down an apple had a 2k ao map at runtime vram 55.1MB -> 9.5MB
Today
Update: ran "Update UI bundle assignments" - fixed it up to skip reimporting assets with correct bundle assignations Tests: checked meta files
Today
Update: progress on reviving dynamic shop assets - restore most of ui logic to cache/uncache dynamic bundle - make storeitemdlc use dyn ref for page prefab - change store logic to create empty tiles on warmup, then fill with content once opened Tests: ran through the store in the editor. it's broken in a bunch of different ways, but seeing signs of system engaging, so progress
Today
russian roulette; - updated textures - updated material - fixed suffix naming
Yesterday
modular car wheel fix left wheels swapped over to use wheel_b.fbx instead of flipping wheel_a.fbx, right side stays on wheel_a no more mirrored wheels on 2, 3 or 4 module - fixes the flipped normals cleared the leftover rotations on the wheels https://files.facepunch.com/pilgrim/2026/August/25_19-17-ShadowyHerculesbeetle.png
Yesterday
basic squirrel setup
Yesterday
merge from main
Yesterday
Merge from attackheli_armour_damage
Yesterday
Merge from main and heli gibs
Yesterday
HealthThresholdToggle improvements
Yesterday
Launchsite / made the rocket factory ledge taller
Yesterday
Merge from modular_car_handling_improvements
Yesterday
merged flashlight refresh
Yesterday
More tweaks
Yesterday
Fix low res navmesh on ghost ships
Yesterday
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
Yesterday
- updated turn on/off viewmodel anims - set up events for switch sounds in 1p and 3p - edited current 1p and 3p deploy sounds to fit new anims
Yesterday
Codegen
Yesterday
- Setup new Toggleable light weapon as a base type to cleanup the flashlight code - Prevent having to do two get components everytime TurnOffAllLights() is ran - Remove the hack in TipFlashlight
Yesterday
Glass AR - worldmodel texture update and resize, removed unused textures
Yesterday
Setup collider/visual toggle groups. Added "Col" to collider group names so they're unique in inspector lists.
Yesterday
basic rabbit setup, renamed all animation files for consistent prefix and lowercase
Yesterday
Attack heli specific code from earlier
Yesterday
radwater_buff_2 -> main
Yesterday
Buff radwater so it does significant damage to full kits Implement new scaling system that reduces rad amounts via sacled protection rather than straight values - used with only sprinklers + rad water
Yesterday
Remove the duplicate client colliders for front panel
Yesterday
Merge from main
Yesterday
HealthThresholdToggle list support
Yesterday
merge from analytics_wm_tris
Yesterday
Add worldmodel tri count for LOD0 meshes as field in item definition dump
Yesterday
session_modal_overflow_fix -> main
Yesterday
Fix description scroll not working Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
Yesterday
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly added collision mesh for the frame updted prefab
Yesterday
First pass boiler room (random room) shell
Yesterday
Cargo ship no longer despawns its crates on server restart / does more loot cycles but randomly starts leaving inbetween - whole event should now saveload correctly - Saves the loot rounds that have passed, re-schedules the remaining correctly - Saves available spawn point indices so crates don't spawn on top of each other
Yesterday
Fix old ais fleeing when player jumps