reporust_rebootcancel

159,424 Commits over 4,597 Days - 1.45cph!

2 Months Ago
Improve smart alarm deployment, can now be placed on top of more other deployables Fixed oversized bounds, removed unnecessary deploy volume, assigned physics material https://files.facepunch.com/cipeax/2026/September/08_19-57-OrangeSableantelope.jpg
2 Months Ago
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2 Months Ago
Possible fix for an issue with cooking workbenches in the snow stopping to cook shortly after inserting refrigerated items and quickly starting the cooking process Transfer over the Refrigerated flag when splitting items, the spoiling work queue will still update it on the next tick anyway, but its a better initial state and fixes item stacks split off briefly becoming un-refrigerated before being updated, dirtying the inventory and stopping cooking
2 Months Ago
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
2 Months Ago
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls Tests: most of store UI is now missing images (as there's no backend content)
2 Months Ago
merge from server_occlusion_wait_and_integrate_pairs
2 Months Ago
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
2 Months Ago
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
2 Months Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
2 Months Ago
merge from automated_testing
2 Months Ago
- Help window - Increased size of the creator window - Minor icon size polish
2 Months Ago
merge from main
2 Months Ago
exported latest nailgun refresh vm anims
2 Months Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
2 Months Ago
Added pattern tester script Some material updates
2 Months Ago
Cleanup filenames from 1.2 / 3.4 to half / three quarter
2 Months Ago
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass
2 Months Ago
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
2 Months Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
2 Months Ago
Re-render all sandbag deployables for consistent appearance.
2 Months Ago
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
2 Months Ago
Setup icon rendering. Render icons for new sandbags.
2 Months Ago
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
2 Months Ago
Adding squirrel rig
2 Months Ago
Merge from main
2 Months Ago
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
2 Months Ago
New sandbag variations unlock with original / BP button fix.
2 Months Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
2 Months Ago
separate critter FSM to different budgeted work queue, with lower frametime
2 Months Ago
More work on random room C - plus wire/pipe pass
2 Months Ago
Missed file
2 Months Ago
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
2 Months Ago
merging 3p arrows not hiding fix
2 Months Ago
merge from main
2 Months Ago
Unfucking ifdefs
2 Months Ago
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
2 Months Ago
Made ferry terminal loot room functional with power grid
2 Months Ago
More setup
2 Months Ago
Enabled graphics jobs on Mac Switched graphics jobs to Split
2 Months Ago
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2 Months Ago
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2 Months Ago
Fix for 3p_bow not hiding the arrow mesh on the server
2 Months Ago
Updates to all weapon anim controllers to match convention
2 Months Ago
First pass procedural cow pattern shader
2 Months Ago
merge from Livestock_animals
2 Months Ago
ladders merge
2 Months Ago
Ferry terminal power grid loot room
2 Months Ago
Add items, link em up.
2 Months Ago
More navmesh and path following optis: - Disable navmesh carving completely when new navmesh is enabled, we still had its overhead - Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow - During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path - Add telemetry to new navmesh
2 Months Ago
Merge from main