reporust_rebootcancel

157,850 Commits over 4,566 Days - 1.44cph!

2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Added support for lens distortion and added cinematic volume profiles
2 Days Ago
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
2 Days Ago
updated g3a3 blockout mesh with a rail system for mounting attachments
2 Days Ago
added katar blockout mesh
2 Days Ago
blur/bump taps lod out, reducing texture reads when not needed
2 Days Ago
seagull rig and anims exported
2 Days Ago
merge from prefab_hierarchy_flattening
2 Days Ago
Added missing AmbientLightLOD to NVG scientist lights
2 Days Ago
merge from pool_review2
2 Days Ago
Bumped the amount of gun firing effects we warm up
2 Days Ago
Metal embrasure warmed up amount set to 25
2 Days Ago
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
2 Days Ago
Train track splines keep descendants, fixes tunnel lights not working
2 Days Ago
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
2 Days Ago
Socket flattening fixes Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local
2 Days Ago
merge from main
2 Days Ago
Merge from main
2 Days Ago
Fix water pistol z-fighting
2 Days Ago
Merge from mod_entity_belt_only
2 Days Ago
Added new logic to ItemModEntity that only creates corresponding entities for items marked as player only when they are in the belt We've already enabled this for most items so they don't spawn and destroy entities when they are in containers, this extends this behaviour so that the entity only gets created when it ends up in the player belt This should result in less entities broadly, particularly when creating a corpse as we paid a cost for destroying the entities as we transferred the items to the corpse Disabled by default
2 Days Ago
Merge from corpse_height_fix
2 Days Ago
Adjust spawned corpse prefabs to be above the terrain if it is spawning below the terrain (with a 1m cutoff for underground corpses) Should fix all animals but chickens particularly spawning clipped into the terrain and dropping through as our navmesh can now sometimes be slightly below the terrain Also fixed a harmless animator warning when a chicken is spawned
2 Days Ago
Fix NaNs from text surface shader
2 Days Ago
Rework how we dump server tutorial needed paths Updated list
Rin
2 Days Ago
Update crafting recipe to match bone armour Swap egg vision to candy vision
2 Days Ago
Merge from arrow_pivot_fix
2 Days Ago
Fixed arrow pivot positions causing them to appear behind the players head when firing
2 Days Ago
Fixed vm hands not rendering in the workshop scene (and associated error)
Rin
2 Days Ago
merge from GraveyardFenceFix
Rin
2 Days Ago
merge from ScareCrowDungeonSpawnFix
Rin
2 Days Ago
merge from RadiationDungeonFix
Rin
2 Days Ago
cherrypick 168487
Rin
2 Days Ago
2 Days Ago
Resave tutorial island scene
2 Days Ago
Fixed powergrid, steam auth issues Reduce pool sizes on server Disable server save/loading Consolidate all the command line switches Bypass steam auth if a local server (we already gate it so only local ip's can connect)
2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
merge from /main/cannon_firing_fixes
2 Days Ago
update from main
2 Days Ago
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2 Days Ago
merge from ambientlightlod_pooling_fix
3 Days Ago
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
3 Days Ago
Fixed crazy formatting in debug.cs
3 Days Ago
Added debug.printlights command
3 Days Ago
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in Standing near a big base with 994 far ambient lights lit (editor): - LightBinningAndShadowPass 1.2ms -> 0.5ms - FindActiveLights 0.28ms -> 0.07ms
3 Days Ago
Merge from duck_jump_collision_check
3 Days Ago
Unsaved
3 Days Ago
Use forcedDuckDelta instead, we odn't need a raycast
3 Days Ago
merge from Halloween_2026_update