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124,654 Commits over 4,171 Days - 1.25cph!

15 Days Ago
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
15 Days Ago
Cleanup code for node creation search window
15 Days Ago
door.hinged.mboat models, item def, prefab
15 Days Ago
Fix all boat building block localizations
15 Days Ago
Add and setup low cannon wall. Added to boat planner.
15 Days Ago
Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker. Add a function to find contiguous regions of values efficiently.
15 Days Ago
floating city generic container 2
15 Days Ago
Fixed the rendering of the underwater lab windows
15 Days Ago
Move error log to where it actually is an error
15 Days Ago
broke up PlayerBoat monolith file
15 Days Ago
comitting to non-controlled sails and torque rudder control scheme for now
15 Days Ago
Merge from deployable_cannon
15 Days Ago
Fix cannon not appearing
15 Days Ago
Updated modular boat prefabs with art components, gibs
15 Days Ago
merge from decor_lighting_dlc
15 Days Ago
merge from locked_cabinet
15 Days Ago
merge from decay_scale_ui_fix
15 Days Ago
merge from pilotpack_store_fix
15 Days Ago
merge from /serverbrowser_duplicating_results_fix
15 Days Ago
Better node/data type registry
15 Days Ago
Fixed pilot pack store tile redirecting to exhibit pack page
15 Days Ago
merge from throwable_eggs
15 Days Ago
merge from hackweek_food_viewmodels
15 Days Ago
init branch for merging
15 Days Ago
UI for multiple input meshes
15 Days Ago
Casino modelling progress Organized casino interior objects
15 Days Ago
merge from ceiling_light_placement_fix
15 Days Ago
merge from wall_cabinet_storage_monitor_fix
15 Days Ago
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15 Days Ago
merge from modded_monumentmarker_fix
15 Days Ago
merge from tugboat_team_bag_labels_fix
15 Days Ago
merge from main
15 Days Ago
merge from store-updates-sept2025
15 Days Ago
Fix the server browser duplicating listing results
15 Days Ago
Added stats display row for Anti-vehicle damage, removed vehicle damage from main "Damage" stat
15 Days Ago
added translations
15 Days Ago
Bugfix: ensure entities are subscribed to switched-to group before we transition it's children to new group - This resolves an issue when moving around fast with an item in hands, and it suddenly gets re-equipped Caused by backup of player subscription queue, which can "desync" player - they'll move to a new group they're not yet subscribed to. Tests: flew around at 100-speed noclip and monitored subscription queue size. despite backup, it no longer re-equipped my gun
15 Days Ago
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged
15 Days Ago
Merge: from main
15 Days Ago
Clean: comments, spans and names Tests: none, trivial changes
15 Days Ago
Progress on cleaning up all current conversation/mission changes
15 Days Ago
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
15 Days Ago
fix status effect vitals HUD overlay sorting under heavy helmet
15 Days Ago
Set dressing work from supplies barge
15 Days Ago
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
15 Days Ago
remove debug tex output
15 Days Ago
lod baker multiple source meshes support
15 Days Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt