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137,782 Commits over 4,352 Days - 1.32cph!

1 Hour Ago
Fixed rogue materials drawing hair cap textures over face
1 Hour Ago
Fix player seed with broken eyes
Today
jungle rock offset fix
Today
binoculars offset fix
Today
fixed medieval/abyss/jungle ak holster and backpack positions
Today
Fixed 3p flashbang player offset
Today
a lot more weapons charm setup
Today
fixed 3p skull player offset
Today
merge from path_preview
Today
Fix "Unlocked" button appearing clickable
Today
fix missing shader referene
Today
Clean up and format the whole file a bit, it was a mess No functional changes
Set up small hunting trophy with updated rig (still not working though)
Today
easier deployment on sloped river banks, improve river checking
Today
Office light file tweaks & setup.
Today
fixed 3p cake offset
Today
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Today
Optim: FPTask.Run is now 0 allocs Using reflection, manually invoke internals while sneaking in our cached callback Tests: ran unit test
Today
Today
Merge from improved_network_groups/variable_cell_size
Today
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Today
Work scene backup
Today
Today
exported edited batteringram, generic and minicopter 3p anims and updated mincopter/scrapheli/attack heli hand/foot ik targets in their entities/prefab
Today
added an alt version of the big button so they can be coloured.
Today
easter wip wallpaper textures, icons
Today
Wood tilable texture update
Today
Kitchen Modular Kit updates
Yesterday
Add support for different entity ranges per entity Internally the overworld now has three overlapping network group grids with different cell sizes Players subscribe to all layers with different radii Entities can be configured with a preference for which network layer to place them on
Yesterday
Icons are now processed through the backend instead of through the editor
Yesterday
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Yesterday
Merge from hab_altimeter
Yesterday
Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes
Yesterday
ao resize
Yesterday
Update: add UniTask for evaluation In simle case only has 1 alloc that's not pooled, same as FPTask - will try to solve it locally first Tests: ran unit test
Yesterday
FIx isStopped incorrectly clearing path, path is cleared on disable instead
Yesterday
Merge from hab_altimeter
Yesterday
Hooked up needle LODS to calc. Invert calc and change axis to work with art.
Yesterday
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
Yesterday
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
Yesterday
Merge from main
Yesterday
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
Yesterday
Fix set path earlying out incorrectly when called from SetDestination
Yesterday
Use cleaner getter for agent
Yesterday
Fix path follower ticking twice per frame in editor
Yesterday
hab altimeter worldmodel lods, materials and textures
Yesterday
edited motor/pedal bikes ik hand/feet positions
Yesterday
Update: basic FPTask + dumb single task scheduler This gives us 1 alloc/40bytes per task baseline, but with a bit of hacking I think can bring it to 0 Tests: ran unit test
Yesterday
set up salvaged axe skinnable and tested on workshop
Yesterday
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