reporust_rebootcancel

157,284 Commits over 4,566 Days - 1.44cph!

3 Days Ago
merge from snowmobile_wheel_fix
3 Days Ago
Fixed snowmobile wheels jittering at standstill due to physics noise Before: https://files.facepunch.com/raul/2026/October/13_14-12-FrailCobra.mp4 After: https://files.facepunch.com/raul/2026/October/13_14-14-RedBlacknorwegianelkhound.mp4
3 Days Ago
Texture fixes
3 Days Ago
Send animal look direction in an RPC rather than with SendNetworkUpdate Animals with look animators were running network updates crazy often rather than just sending the look over This was especially bad with cows, wolfs, sheep and bulls Worst offender is cow at ~144 bytes per look update (network update). ~350 B/s per cow per player -> ~60 B/s
3 Days Ago
merge from main
3 Days Ago
Set all the gun firing effects warmed up amount accordingly Estimated +21MB vs main, still around -29MB overall after removing the 3900 useless thrown projectiles
3 Days Ago
Release pad run/crouch toggles when keyboard/mouse is used, so a pad latch can't carry into keyboard play
3 Days Ago
Various prefab fixes
3 Days Ago
Fix editor NRE debug
3 Days Ago
mag_drop_fixes -> main
3 Days Ago
Stop SpaceLR and M15 mags sticking to the bone
3 Days Ago
Gun attack effects can now be recycled before their tail sound finishes, means we only have to warm up half the amount we'd need to
3 Days Ago
Cleanup
3 Days Ago
merge from main
3 Days Ago
Skip the gamepad vehicle action set lookup when no Steam Input controller is active
3 Days Ago
Only send waterwheel network updates when its actually changed (at low speed) Saves ~76 B per skipped update per nearby player
3 Days Ago
Merge from main
3 Days Ago
Clear potential stale gamepad inventory cursors in edit mode
3 Days Ago
Tooltip bind lookup fix
3 Days Ago
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
3 Days Ago
Adding dweller mace viewmodel rig
3 Days Ago
Merge from main
3 Days Ago
merge from main
3 Days Ago
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
3 Days Ago
Merge from main
3 Days Ago
Fix motion vector pass being culled when ocean is present
3 Days Ago
Merge from main (actually latest this time)
3 Days Ago
Updating tattoo rig with updated mesh
3 Days Ago
Merge from main, and fix MapInterface marker conflict
3 Days Ago
Merge from render_pipeline_testing
3 Days Ago
Merge from render_pipeline_testing
3 Days Ago
Merge from fp_sw_glyph_fixes
3 Days Ago
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
3 Days Ago
Forward jump down animations for cow and sheep
3 Days Ago
Updating flail viewmodel rig
3 Days Ago
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
3 Days Ago
Handmade SMG damage Increased 20 > 21
3 Days Ago
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3 Days Ago
Merge from car_spawning_prefill
3 Days Ago
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
3 Days Ago
Manifest update
3 Days Ago
Merge from main
3 Days Ago
Merge from prototype_draggable_markers Can now drag map markers on the map screen with MMB
3 Days Ago
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3 Days Ago
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3 Days Ago
Merge from terrain_watermap_test
3 Days Ago
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
3 Days Ago
Merge from livestock_digestion_boost
3 Days Ago
Cleanup
3 Days Ago
Merge fixes Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage) Animals eat a booster item from the trough over any other item