reporust_rebootcancel

158,265 Commits over 4,566 Days - 1.44cph!

2 Months Ago
Fix the siren off state visibility
2 Months Ago
Semi automatic pistol: - More damage falloff at range - HQM craft cost 4 -> 6
2 Months Ago
Merge from main
2 Months Ago
Fix depth assignment in terrain prepass
2 Months Ago
merge from main
Rin
2 Months Ago
S2P swamps a,b,c
2 Months Ago
Hooked up sale info in-game UI
2 Months Ago
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
2 Months Ago
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
2 Months Ago
Merge from main
2 Months Ago
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
2 Months Ago
Merge from main
2 Months Ago
Merge from monument_blockers_fixes
2 Months Ago
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
2 Months Ago
Compile fix (don't use editor only function)
2 Months Ago
Run batch alpha fitter
2 Months Ago
Add some padding to terrain depth prepass distance
2 Months Ago
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2 Months Ago
Added "Keep on target" text to homing launcher UI - Reduced the lock on timer by 30% https://files.facepunch.com/el-hog/2026/August/25_09-32-WorthlessDanishswedishfarmdog.mp4
2 Months Ago
AlphaBatchFitter improvements and alphamap toggle convar that switches between terrain material feature
2 Months Ago
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2 Months Ago
Fix merge issues
2 Months Ago
Group upkeep modifier now takes into account any unique players authed on a code lock If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs Runs through the same 24h window as TC auth Can be disabled via decay.upkeep_group_count_locks Added tests to verify behaviour
2 Months Ago
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2 Months Ago
Merge from main
2 Months Ago
Merge from modular_car_handling_improvements
2 Months Ago
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
2 Months Ago
Merge from main
2 Months Ago
Hunters and fish pie 2 > 1 mushroom
2 Months Ago
dead log resource gib meshes and setup isn't currently supported as nothing in the resource family gibs
2 Months Ago
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2 Months Ago
Small oilrig converted
2 Months Ago
WIP Oil rigs no longer despawn all crates when the server restarts, large rig converted, small rig to go - Reworked the reset setup, attached a generator to the main reset so it can be saved, removed the smaller puzzleresets for each of the rooms - Puzzle now force-resets on server restart, unless there's players nearby - this also fixes getting killed while sleeping if you happened to be near any puzzle when the server goes down - Crates get saved so if you were in the middle of hacking the locked crate, it just continues after restart - Various other stuff to allow the puzzlereset to correctly find its reset entities and reset objects again afterwards - Puzzle itself saveloads references to spawned crates so it doesn't spawn duplicates on the next reset - ScientistBoatOilrigManager is no longer an entity (not needed) - Slight refactor, lots more cleanup to be done
2 Months Ago
merge from main -> Hackweek_CompostUI
2 Months Ago
merge from main
2 Months Ago
merge from Squirrel_test -> critter_animals
2 Months Ago
merge from cui_updates
2 Months Ago
Fixed potential NRE in FadeCanvasGroup
2 Months Ago
merge from main
2 Months Ago
optimised ao textures for vehicles, generic textures and misc items. halved 2k -> 1k with almost zero visual difference, not enough to warrant the double res 328 MB -> 192 MB vram
2 Months Ago
merge from Rabbit_test -> critter_animals
2 Months Ago
add WIP frog "interested" state, which currently makes it look for shallow water and then start croaking
2 Months Ago
russian roulette; - updated game model art - added both ammo model types to indicate rounds in play for applicable rev types - added chain connector model for python pick cases - added preview baked textures - updated material and prefab
2 Months Ago
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
2 Months Ago
merge from Frog_Branch -> critter_animals
2 Months Ago
Merge from main
2 Months Ago
Update: submitting the results of script run Tests: none
2 Months Ago
Update libraries
2 Months Ago
Update(editor): automate copying of original resource to DynamicResourceRef - change DynamicResourceRef to be a class type (reflection modification on values is quite a bit oh hassle). Will try to fix later if I got time Tests: ran the new script, checked the modified prefabs
2 Months Ago
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup: - only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only) - only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only) - when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time - use unity transform SetPositionAndRotation instead of setting both independantly - fuse some native method calls, so that we only call one method and skip the interop cost for the other call - do not check corridor validity if no tile has changed since pathing