reporust_rebootcancel

138,495 Commits over 4,505 Days - 1.28cph!

57 Days Ago
Rename TimedAccessDoor -> TimedLock
57 Days Ago
Merge from aniso_filtering_texture_fix
57 Days Ago
Merge from Fix_odd_deployguides
57 Days Ago
Merge from clan_bugfixes
57 Days Ago
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
57 Days Ago
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
57 Days Ago
Fixed rentable shop signs not loading on non owner clients
57 Days Ago
delete old file
57 Days Ago
get binocular effect working in RRP
57 Days Ago
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
57 Days Ago
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
57 Days Ago
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
57 Days Ago
Better fix
57 Days Ago
Fixed break in menu item throwing server side entityref lookup error
57 Days Ago
compile fix 2
57 Days Ago
New Wearable pooling test, ensures every wearable has a poolable component
57 Days Ago
Fix military silencer not spawning in loot
57 Days Ago
1st floor and mid floor corridors LOD/COL/prefabs
57 Days Ago
url test
57 Days Ago
Fix phrases getting lost in a previous merge
57 Days Ago
Update PhraseContexts.json
57 Days Ago
fix contact shadows server compile
57 Days Ago
🥷❌
57 Days Ago
merge from render_pipeline_testing
57 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
57 Days Ago
merge from fix_workshop_autoscreenshots
57 Days Ago
update workshop automatic screenshots to accomodate for steam upload limit 5mb -> 1mb
57 Days Ago
Fix disbanding clans showing up on the leaderboard
57 Days Ago
merge from prototype -> apartment_complex_monument
57 Days Ago
Updating phrases
57 Days Ago
Adjust the position of the front vendor forwards so they are easier to interact with
57 Days Ago
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
57 Days Ago
57 Days Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
57 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
57 Days Ago
merge from main
57 Days Ago
merge from main -> apartment_complex_monument/prototype
57 Days Ago
Merge from clan_tab_refresh_button
57 Days Ago
update apartment_complex_monument/prototype
57 Days Ago
merge from prototype -> apartment_complex_monument
57 Days Ago
temp
57 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
57 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
57 Days Ago
snapping_fixes -> main
57 Days Ago
Ability to enable/disable seat by socket height dynamically on each entity
57 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)
57 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
57 Days Ago
add some additional RRP client-only guards
57 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
57 Days Ago
Compile fixes, metas, codegen