reporust_rebootcancel

158,215 Commits over 4,566 Days - 1.44cph!

23 Minutes Ago
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
36 Minutes Ago
viewmodel lasersight/brake attachment placment
46 Minutes Ago
update base_occlusion/foundation_offset_fix
52 Minutes Ago
Cant take the pt boat out of the deepsea (just like the other boats)
54 Minutes Ago
More Uzi 3p setup - stock and no stock anims for world model and player - w_uzi anim hooked up, now swaps between the stock/ no stock anim sets when rifle mode is is toggled - 3p anims now using a subsystem, not an overrride....so I can use multiple masks (no stock = one handed, left arm stays on locomotion, left hand comes in for the reload, stock out = two handed - removed holdtype controller (not needed now) - Stock deploy / collapse anims play when toggling between the two - 3p anim updates + deploy/collapse stock clips - uzi.entity: ProjectileAnimationSubSystem driven by the StockDeployed flag, HoldType.uzi override removed - Uzi.cs (client only): sets the rifle_mode float on the world model animator from the stock flag. Skipped while the animator is inactive, same approach as CrossbowWeapon/Handcuffs driving their world animators
1 Hour Ago
Cherry pick alloc fix for pool table and fishing, and fix compile error
1 Hour Ago
Fix industrial pipe segments being permanently dynamic via flag on the prefab, toggle their LODs only when on a moving parent like base io lines
1 Hour Ago
merge from base_occlusion/vending_door_fix -> base_occlusion
1 Hour Ago
Update tests
1 Hour Ago
Add support for doors to be "always closed" but still treated like portals between rooms - allows vending machines to block visibility between rooms while keeping the same code as doors
1 Hour Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
1 Hour Ago
Fix entities placed in sockets (vending machines) not linking up with their sockets until stability runs (which doesn't apply for vending machines) or server restart - part of the reason vending machines didn't block occlusion: they sometimes had no links
1 Hour Ago
Fix entities that were forced dynamic due to being parented never resetting the flag when pooled and staying dynamic when reused without a parent
1 Hour Ago
Update tests to be aware of the extra faces on foundations now
1 Hour Ago
Fix a foundation surrounded by walls being connected to a foundation outside the base offset half below - add faces on the sides of foundations & rely on existing face linking behavior to work properly
1 Hour Ago
Reserialize foundation prefabs before adding new faces (for clean diff)
1 Hour Ago
added example mesh for jarryd - idea is to box’s position, dimensions and rotation Use object-name suffixes to assign physics materials, e.g. floor_01_wood uses Wood. Remove material suffixes from generated child names Place aligned colliders directly on the parent; create separate children for rotated boxes Remove the reference instance after conversion, with Undo/Redo support
2 Hours Ago
Cherry pick old animals fixes (flee when attacked from afar, do not sleep)
2 Hours Ago
UIBlurCanvasesBehind skips the capture while a CanvasGroup above is faded out
3 Hours Ago
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3 Hours Ago
rename `demo.newui` to `demo.oldui`, enable demoui2 by default. [old ui stays. we really don't have a reason to nuke it for now and there are still some people that prefer the old one.]
3 Hours Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
3 Hours Ago
merge from aizone_sleep_fix
3 Hours Ago
Merge from vcc
3 Hours Ago
Merge from main
3 Hours Ago
Add special staging-only gamepad UI button option that hackily enables gamepad override just for that session. Hide all other gamepad options in the gamepad section until it is enabled.
4 Hours Ago
Fix navmesh building on top of cargoship
4 Hours Ago
Fix AI Sleep Zones not working correctly since May - race condition fix earlier this year inadvertently made any zone outside of a BaseEntity not initialise correctly (all except underwater labs) - before / after on fresh procmap: https://files.facepunch.com/ryanw/2026/October/26_19-06-IndelibleBlackrhino.png / https://files.facepunch.com/ryanw/2026/October/26_18-54-FluffyDaddylonglegs.png
4 Hours Ago
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
4 Hours Ago
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
4 Hours Ago
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4 Hours Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
5 Hours Ago
merge from analytics_base_occlusion -> main
5 Hours Ago
Fix compile errors
5 Hours Ago
merge from work_queue_optims
5 Hours Ago
- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
5 Hours Ago
Add analytics events for rotating and flipping building blocks
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
boat_scientists_improvements -> main
5 Hours Ago
Only attempt turns when we can actually see the player
5 Hours Ago
Lap interval pass on additional work queues - DroppedItemUnderwaterQueue, 0.05, keep inline (ish) with physics tick rate - BotColliderWorkQueue, 0.1, this is only refreshed every 0.2-0.3 seconds anyway
5 Hours Ago
Fix bad merge when updated before submitting livestock lamp changes
5 Hours Ago
merge from main -> base_occlusion
6 Hours Ago
merge from analytics_base_occlusion -> main
6 Hours Ago
boat_scientist_improvements -> main
6 Hours Ago
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
6 Hours Ago
replicated_convar_error_change -> main
6 Hours Ago
item_pool_expansion -> main
6 Hours Ago
sprinkler_fixes -> main