reporust_rebootcancel

143,601 Commits over 4,413 Days - 1.36cph!

9 Days Ago
Fix primitive servers logging an error when trying to spawn sharks in divesites since the divesite prefabs use empty prefabs to control shark spawn chances
Rin
9 Days Ago
Finer scale Flip degree min/max https://files.facepunch.com/Rin/2026/05/hsxOAUTTY4.png
Rin
9 Days Ago
Tool crate loot pool. Double spawn Lake only spawns https://files.facepunch.com/Rin/2026/05/Unity_qRVXOzMqS6.mp4
10 Days Ago
Fixed incomplete &/or cancelled map downloads writing empty maps to disk, causing reconnecting to break Download the map as a temporary file in the same folder then rename it once complete Additional cleanup on map download failure / cancellation Before: https://files.facepunch.com/raul/1b1611b1/16_16-43-LateGallinule.mp4 After: https://files.facepunch.com/raul/1b1611b1/16_16-52-SwelteringDunnart.mp4
10 Days Ago
fix missing shader parameter used by post process effects
10 Days Ago
No allocations when running the flood fill when rebuilding circuits
10 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
10 Days Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
10 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
10 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
10 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
10 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
10 Days Ago
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
10 Days Ago
FPV drone UI WIP & related files.
10 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
10 Days Ago
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10 Days Ago
merge from /main/hackweek_parented_ddraw
10 Days Ago
merge from /main/hackweek_parented_ddraw
10 Days Ago
merge from main
10 Days Ago
Server compile fix
10 Days Ago
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
10 Days Ago
underwater post effect initial
10 Days Ago
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10 Days Ago
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10 Days Ago
Kamikaze FPV Drone - Added gibs
10 Days Ago
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
10 Days Ago
updated lr300 sprint pose to anim loop
10 Days Ago
bone knife deploy animation update
10 Days Ago
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
10 Days Ago
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
10 Days Ago
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10 Days Ago
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10 Days Ago
Update(tests): add a couple more edge case unit tests - torn nested string - single quotes nested - torn single quote nested - Added a whitespace to first nested string in all tests to validate trimming Tests: ran unit tests
10 Days Ago
Salvaged icepick anim update
10 Days Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
10 Days Ago
Ensure mountable is killed (again)
10 Days Ago
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests
10 Days Ago
illuminated pressure pad; - Lods created - Prefab updated
10 Days Ago
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11 Days Ago
Fixed transforms on playground assets and prefabbed up
11 Days Ago
Optim: fully remove function temporary Saves 1 alloc (63 allocs, 3.9KB) Tests: ran tests
11 Days Ago
Update(tests): add case or command with no args Tests: ran unit tests
11 Days Ago
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end Saves 2 allocs (64 allocs, 4.2KB) Tests: ran tests
11 Days Ago
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
11 Days Ago
UZI Material changes
11 Days Ago
Optim: skip lowercasing command class and function names We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB) Tests: ran unit and perf tests
11 Days Ago
van test
11 Days Ago
UZI 9mm LOD0 and Textures
11 Days Ago
UZI 9mm LOD0 and Textures
11 Days Ago
Update(tests): also validate uppercase commands are resolved properly Tests: ran unit tests