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123,244 Commits over 4,171 Days - 1.23cph!

Just Now
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
7 Minutes Ago
Don't load inventory inside container corpse, we already load it in base.
10 Minutes Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
16 Minutes Ago
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
33 Minutes Ago
merge from hackweek_crosshair_customization/settings_editor
35 Minutes Ago
Make previous compile fix match the other ifdef behaviour
42 Minutes Ago
Compile fix
43 Minutes Ago
50 Minutes Ago
Merge from naval_update
50 Minutes Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
56 Minutes Ago
Commit progress on deep sea islands mission
57 Minutes Ago
v4 player entity, hold type and prefab update for C4 and satchel charge
1 Hour Ago
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks - This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse) Need to optimize it by merging tasks, as this can create too many tasks for the server to process Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
1 Hour Ago
merge from sail_physics_test
1 Hour Ago
increased rudder torque-control strength, set default control scheme to that for now
1 Hour Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
1 Hour Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
1 Hour Ago
Merge from main
1 Hour Ago
merge from boat_building
1 Hour Ago
third option on rudder control, bit of debug vis cleanup
1 Hour Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
1 Hour Ago
Fix wall cabinet not showing media
2 Hours Ago
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
2 Hours Ago
Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank
3 Hours Ago
Much better avoidance results - higher speed in general
3 Hours Ago
manifest
3 Hours Ago
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
3 Hours Ago
Fixed server compiler errors
4 Hours Ago
Merge from main
4 Hours Ago
Setup triangle floor block and add to boat building planner.
4 Hours Ago
Added new default texture streaming settings in the Quality Settings
4 Hours Ago
Added a new way to calculate the texture streaming memory budget to prioritize caching efficiency on devices with higher VRAM and to reduce paging on devices with lower VRAM
5 Hours Ago
naval_update -> scientist_boat_ai
5 Hours Ago
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5 Hours Ago
PT Collision update
6 Hours Ago
v4 explosives entity, hold type and animation updates
6 Hours Ago
Only tick steering update when a player is mounted to the wheel
Today
Optim: UsePlayerUpdateJobs - limit duplicate snapshot check to per-player only Snapshot queues can grow up to 1k per player, so this should reduce the lookup overhead a smidge. Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Today
merge from indirect_instancing_toggle
Today
Restrict Indirect Instancing ConVars to debug builds only
Today
Add the video for the pack
Today
merge from store-updates-sept2025