reporust_rebootcancel

140,400 Commits over 4,536 Days - 1.29cph!

2 Days Ago
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
2 Days Ago
fix to recycle and efficiency worldmodel upgrades for missing faces
2 Days Ago
rebuilt skins list with crystal ARs
2 Days Ago
main -> radwater_buff_2
2 Days Ago
merge from main
2 Days Ago
Updating skinning for bull/calf
2 Days Ago
merge from advanced_wooden_crate_gib_fix
2 Days Ago
fixed loot crate gibs spawning with way too small colliders - although its a temporary fix until other issues can be ironed out.
2 Days Ago
Merge: from main
2 Days Ago
crystal ar final store icon
2 Days Ago
Merge from main
2 Days Ago
Merge from main
3 Days Ago
Hooked up randomisation on alien costume vm
3 Days Ago
Merge from vm_randomisation
3 Days Ago
Merge from main
3 Days Ago
New milk item placeholder
3 Days Ago
If an item id doesn't match the shortname, show an error in the inspector with a fix button
3 Days Ago
merge from render_pipeline_testing
3 Days Ago
client guard
3 Days Ago
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
3 Days Ago
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
3 Days Ago
ai.showstate now parents it's Ddraw labels, looks a lot smoother
3 Days Ago
Animals can now eat from a trough, will prioritise that over grazing on grass
3 Days Ago
Shearing interaction
3 Days Ago
merge from main
3 Days Ago
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
3 Days Ago
Hooked up male calf prefab/material
3 Days Ago
Merge from main
3 Days Ago
Merge from main
3 Days Ago
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
3 Days Ago
Merge from footstep_heavy_armour_fix
3 Days Ago
Fixed player footsteps not playing when slowed by excessive amount of armour Affects players wearing full plate set as well as diving fins while walking on land
3 Days Ago
main -> character_customisation
3 Days Ago
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
3 Days Ago
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode Supports multi select, also draws a box around the object in the scene view with a label for it's LOD Works in prefab editing and in the scene view
3 Days Ago
merge from main
3 Days Ago
Planters: improved placement guide meshes - new low-poly guide meshes for large, small and triangle planters - all three were using their full LOD0 mesh as the deploy guide that was missing the soil now looks and feels way less jarring and much more satisfying https://files.facepunch.com/pilgrim/2026/August/31_23-29-IvoryMussaurus.mp4
3 Days Ago
LOD pass on computer station + mixing table decor - computerstation.FBX re-exported with proper LOD meshes; computerstation.static LODGroup -> RendererLOD, deployed + apartmentcomplex variants updated for the new model - MixingTable.Decor: glassware/water existed twice - embedded invisible in the table LOD meshes and again as 9 separate LOD0-only renderers on top; re-exported as one clean 3-LOD mesh with the glass material live, 12 renderers -> 1, LODGroup -> MeshLOD
3 Days Ago
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
3 Days Ago
russian roulette; - lods added - updated prefab - material updated
3 Days Ago
LODGroup/RendererLOD -> MeshLOD conversion pass on vending machines, covered ch47/bradley props and tin can alarm: 129 -> 75 renderers, 23 -> 6 LODGroups, brings them into the LOD grid + occlusion culling - vendingmachine family x5: RendererLODs collapsed to MeshLODs (55 -> 33 renderers) now can occlusion cull - covered bradley/ch47 x6: LODGroups converted, wraps stay RendererLOD where materials demand it (66 -> 39 renderers); ch47_covered, ch47_covered_wrap + bradley_covered_wrap FBXs re-exported so LOD material order matches - tincan.alarm: split into frame + cans MeshLODs so the rattle anim survives (8 -> 2 renderers); worldmodel onto MeshLOD too
3 Days Ago
merge from hackweek_parented_ddraw
3 Days Ago
Parent DDraw objects onto the player model instead of the BasePlayer object
3 Days Ago
merge from main
3 Days Ago
merge from admin_status_indicators
3 Days Ago
Added Infinite Ammo admin status indicator https://files.facepunch.com/raul/2026/August/31_19-35-AppropriateYosemitetoad.png
3 Days Ago
better FSM way to handle critter overrideable Interested states
3 Days Ago
merge from main
3 Days Ago
merge from jukebox_snapping
3 Days Ago
Added Jukebox deployment snapping https://files.facepunch.com/raul/2026/August/31_18-30-KeyWildebeast.mp4