reporust_rebootcancel

144,132 Commits over 4,413 Days - 1.36cph!

12 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
12 Days Ago
Remove dodgy null check
12 Days Ago
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
12 Days Ago
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12 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
12 Days Ago
Fix list clear NRE
12 Days Ago
Stop groundwatch killing the table as well
12 Days Ago
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
12 Days Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
12 Days Ago
IOCircuitSystem indentation fix
12 Days Ago
Disable deatching children on the modding monument build block prefabs
12 Days Ago
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
12 Days Ago
Merge from main
12 Days Ago
initial setup on auto turret workshop skinnable
12 Days Ago
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12 Days Ago
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12 Days Ago
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
12 Days Ago
Ceiling gold stars rotated textures to match placement guide
12 Days Ago
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
12 Days Ago
added missing scripts for placement guide
12 Days Ago
Item Compacter item setup. mini deployable recycler for your base with very low output, for dumping crap you dont want instead of throwing it on the floor. Will give back very low amounts of wood, frags etc.
12 Days Ago
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12 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
12 Days Ago
Reduced the amount of TryGetComponentRecord calls
12 Days Ago
Extended smoke signals max height, making them visible from further away Added support for the cargo plane to drop different supply drops
12 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
13 Days Ago
Removed duplicate line
13 Days Ago
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
13 Days Ago
Add comments
13 Days Ago
Fix texture analyzer incorrectly flagging assets as having compression disabled that are NPOT + mipmaps that are part of texture atlases
13 Days Ago
Small tweak
13 Days Ago
Fix primitive servers logging an error when trying to spawn sharks in divesites since the divesite prefabs use empty prefabs to control shark spawn chances
Rin
13 Days Ago
Finer scale Flip degree min/max https://files.facepunch.com/Rin/2026/05/hsxOAUTTY4.png
Rin
13 Days Ago
Tool crate loot pool. Double spawn Lake only spawns https://files.facepunch.com/Rin/2026/05/Unity_qRVXOzMqS6.mp4
13 Days Ago
Fixed incomplete &/or cancelled map downloads writing empty maps to disk, causing reconnecting to break Download the map as a temporary file in the same folder then rename it once complete Additional cleanup on map download failure / cancellation Before: https://files.facepunch.com/raul/1b1611b1/16_16-43-LateGallinule.mp4 After: https://files.facepunch.com/raul/1b1611b1/16_16-52-SwelteringDunnart.mp4
13 Days Ago
fix missing shader parameter used by post process effects
13 Days Ago
No allocations when running the flood fill when rebuilding circuits
13 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
13 Days Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
13 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
13 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
13 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
14 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
14 Days Ago
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
14 Days Ago
FPV drone UI WIP & related files.
14 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
14 Days Ago
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14 Days Ago
merge from /main/hackweek_parented_ddraw
14 Days Ago
merge from /main/hackweek_parented_ddraw
14 Days Ago
merge from main