reporust_rebootcancel

157,581 Commits over 4,566 Days - 1.44cph!

23 Minutes Ago
Merge from mod_entity_belt_only
29 Minutes Ago
Added new logic to ItemModEntity that only creates corresponding entities for items marked as player only when they are in the belt We've already enabled this for most items so they don't spawn and destroy entities when they are in containers, this extends this behaviour so that the entity only gets created when it ends up in the player belt This should result in less entities broadly, particularly when creating a corpse as we paid a cost for destroying the entities as we transferred the items to the corpse Disabled by default
1 Hour Ago
Merge from corpse_height_fix
1 Hour Ago
Adjust spawned corpse prefabs to be above the terrain if it is spawning below the terrain (with a 1m cutoff for underground corpses) Should fix all animals but chickens particularly spawning clipped into the terrain and dropping through as our navmesh can now sometimes be slightly below the terrain Also fixed a harmless animator warning when a chicken is spawned
2 Hours Ago
Fix NaNs from text surface shader
3 Hours Ago
Rework how we dump server tutorial needed paths Updated list
Rin
3 Hours Ago
Update crafting recipe to match bone armour Swap egg vision to candy vision
3 Hours Ago
Merge from arrow_pivot_fix
3 Hours Ago
Fixed arrow pivot positions causing them to appear behind the players head when firing
3 Hours Ago
Fixed vm hands not rendering in the workshop scene (and associated error)
Rin
3 Hours Ago
merge from GraveyardFenceFix
Rin
3 Hours Ago
merge from ScareCrowDungeonSpawnFix
Rin
3 Hours Ago
merge from RadiationDungeonFix
Rin
3 Hours Ago
cherrypick 168487
Rin
3 Hours Ago
4 Hours Ago
Resave tutorial island scene
4 Hours Ago
Fixed powergrid, steam auth issues Reduce pool sizes on server Disable server save/loading Consolidate all the command line switches Bypass steam auth if a local server (we already gate it so only local ip's can connect)
4 Hours Ago
Merge from main
4 Hours Ago
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5 Hours Ago
merge from /main/cannon_firing_fixes
6 Hours Ago
update from main
6 Hours Ago
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Today
merge from ambientlightlod_pooling_fix
Today
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
Today
Fixed crazy formatting in debug.cs
Today
Added debug.printlights command
Today
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in Standing near a big base with 994 far ambient lights lit (editor): - LightBinningAndShadowPass 1.2ms -> 0.5ms - FindActiveLights 0.28ms -> 0.07ms
Today
Merge from duck_jump_collision_check
Today
Unsaved
Today
Use forcedDuckDelta instead, we odn't need a raycast
Today
merge from Halloween_2026_update
Today
Merge from duck_jump_collision_check
Today
Don't allow the player to jump while crouched if there is a solid object directly above them 0 radius raycast so this should still be possible around the edges of objects Prevents the player head briefly sticking through the floor when jumping while crouching under objects and getting explosion splash damage
Today
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Today
Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
Today
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Today
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Today
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Today
Cursed Cauldron fixes: - removed unused mesh collider with missing mesh from root - fixed prevent building collider being on the incorrect layer, fixing by proxy physic impacts
Today
Fixed parachute reusing a field with the same name (lastPosition) as a parent Fixes a build error
Today
Add missing analytics for apartments - evictions - apartment value at the time of break-ins (expose raw value from method)
Today
Fix frankenstein pet ignoring shields
Today
Always use brackets after "if" or "for", remove usless comments
Today
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
Today
merge from main
Today
Merge from prefab_hierarchy_flatten
Today
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
Today
Reserialize TC loot panel prefab first so we can have a clean diff