reporust_rebootcancel

123,361 Commits over 4,171 Days - 1.23cph!

Yesterday
merge from fix_nametag_blocked_by_floor
Yesterday
merge from fix_nametags_water
Yesterday
merge from duplicated_gunshots_fix
Yesterday
Merge from boat_building
Yesterday
Error scan checks for more than one occurrence of an ActionEvent node type
Yesterday
manifest
Yesterday
Fix an issue that could possibly duplicate gunshot sounds if the player was under a decent amount of lag or lower fps server. Possible duplicated sounds would be local sounds (within network range), played once by the network signal then again with the effect logic. Would be made worse with lag
Yesterday
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.
Yesterday
Cleanup code for node creation search window
Yesterday
door.hinged.mboat models, item def, prefab
Yesterday
Fix all boat building block localizations
Yesterday
Add and setup low cannon wall. Added to boat planner.
Yesterday
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.
Yesterday
floating city generic container 2
Yesterday
Fixed the rendering of the underwater lab windows
Yesterday
Move error log to where it actually is an error
Yesterday
broke up PlayerBoat monolith file
Yesterday
comitting to non-controlled sails and torque rudder control scheme for now
Yesterday
Merge from deployable_cannon
Yesterday
Fix cannon not appearing
Yesterday
Updated modular boat prefabs with art components, gibs
Yesterday
merge from decor_lighting_dlc
Yesterday
merge from locked_cabinet
Yesterday
merge from decay_scale_ui_fix
Yesterday
merge from pilotpack_store_fix
Yesterday
merge from /serverbrowser_duplicating_results_fix
2 Days Ago
Better node/data type registry
2 Days Ago
Fixed pilot pack store tile redirecting to exhibit pack page
2 Days Ago
merge from throwable_eggs
2 Days Ago
merge from hackweek_food_viewmodels
2 Days Ago
init branch for merging
2 Days Ago
UI for multiple input meshes
2 Days Ago
Casino modelling progress Organized casino interior objects
2 Days Ago
merge from ceiling_light_placement_fix
2 Days Ago
merge from wall_cabinet_storage_monitor_fix
2 Days Ago
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2 Days Ago
merge from modded_monumentmarker_fix
2 Days Ago
merge from tugboat_team_bag_labels_fix
2 Days Ago
merge from main
2 Days Ago
merge from store-updates-sept2025
2 Days Ago
Fix the server browser duplicating listing results
2 Days Ago
Added stats display row for Anti-vehicle damage, removed vehicle damage from main "Damage" stat
2 Days Ago
added translations
2 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
2 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
2 Days Ago
Merge: from main
2 Days Ago
Clean: comments, spans and names Tests: none, trivial changes
2 Days Ago
Progress on cleaning up all current conversation/mission changes
2 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
2 Days Ago
fix status effect vitals HUD overlay sorting under heavy helmet