reporust_rebootcancel

156,654 Commits over 4,566 Days - 1.43cph!

1 Hour Ago
Merge from neon_sfx_occluded
1 Hour Ago
Neon sign sounds are now occluded Had to adjust their volume slightly
1 Hour Ago
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1 Hour Ago
Merge from solar_explosive_fix
1 Hour Ago
Fixed attached explosives getting scaled incorrectly on the solar panel
1 Hour Ago
Merge from spray_reskin_atlas_fix
1 Hour Ago
Fixed incorrect material replacement when using the spraycan to reskin the double door at low quality
1 Hour Ago
Fixed chainlink gate speed opening 2x slower
2 Hours Ago
Merge from mount_size_changes
2 Hours Ago
Cleanup
2 Hours Ago
NPC mount points can now specify a size and overlaps - so a large mount point could overlap other mount points and make them inaccessible Added a new, single large mount point to the 2 module flatbed that overlaps the two existing small mount points Prevents being able to mount two cows to large flatbed, still allows two sheep to be loaded
3 Hours Ago
Merge from OreNodeNetworkFix
3 Hours Ago
Merge from WeaponRackFlamethrower
4 Hours Ago
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5 Hours Ago
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5 Hours Ago
Fixed error spam on ultra-wide screens with the nailgun, paintball gun and bowless crossbow viewmodels. Small rounding errors in the viewmodel sway/bob were snowballing each frame until Unity rejected the rotation. No visual change, just trying for a clean console.
5 Hours Ago
Merge from terrain_config_load
5 Hours Ago
Possibly fixed terrain configs not loading in a demo
5 Hours Ago
Merge from main
5 Hours Ago
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6 Hours Ago
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Today
merge from buildingprivilege_cache
Today
Cleanup
Today
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Today
Reordered the check so bases with no TC are cheaper
Today
Convared the vehicle and entity privilege changes under buildingmanager.privilegecache
Today
Building privilege tests
Today
Legacy shelters, vehicles and boat building stations no longer use Vis queries Same base same spot: GetVehicleBuildingPrivilege 0.34ms -> 0.01ms GetEntityBuildingPrivilege 0.84ms -> ~0
Today
nailgun skinnable initial setup
Today
Optimize server startup time by 72s (230s -> 158s) by fetching the spawnables only once instead of doing it for each of the 100 spawn populations
Today
merge from main
Today
Optimize server startup time by 24s (254s -> 230s) by using HashSet to check for duplicate player models
Today
Added coconuts to small_a, small_b, small_c and med_a
Today
Sort the cells oldest first
Today
Store each blocks bound centre and net id in the grid so: - blocks out of the query radius are skipped without a dictionary lookup - the age check doesnt read every block from memory Only run HasColliderWithinSphere when the block bounds aren't entirely inside the search sphere Around 0.09ms for GetBuildingPrivilege in that same base, same spot
Today
LightGroupAtTime optimization pass
Today
Merge from livestock_animals, fix regression and red test
Today
Fix regression caught by Led_TwoInSingleFile_StandSideBySide test
Today
- Skip the bounds check for blocks that aren't older than the current best block - Visit the cell you're standing in first Skips a lot of work when standing in the core or middle of a base
Today
On livestock, stop using syncvars for things that should not be broadcasted to all clients, instead use protobuf
Today
Created a coconut lootspawn and additional prefab. Added to palm_tree_tropical_small_b for testing
Today
Attempt at global building privilege cache, using a simple grid holding all the building blocks + a collider test on the winning block, because triangles and roofs have bounds larger than their colliders Thats enough to remove the Vis Entities call and keep the same precision. Works on the client and the server In a big base, 575 blocks around me: 4.60ms -> ~0.50ms
Rin
Today
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Today
Fix livestock not using trough when any grass is present, after current overgrazing rework Now eat less food the more grass there is in the pen, but still eats food, and grass only is less filling
Yesterday
Fix test attribute
Yesterday
Enabled dropAtExactPosition on the beehive.natural Apples have a 15% chance to spawn on oak_d and oak_f (we want apple trees to be rare)
Yesterday
Added a way for apples to spawn in the exact location their loot container is on the trees. Before: https://files.facepunch.com/lukester/2026/October/10_18-53-GlassGallowaycow.mp4 Now: https://files.facepunch.com/lukester/2026/October/10_18-48-TimelyBaboon.mp4
Yesterday
Tests
Yesterday
Codegen