reporust_rebootcancel

159,269 Commits over 4,597 Days - 1.44cph!

10 Days Ago
merge from base_occlusion/vending_door_fix -> base_occlusion
10 Days Ago
Update tests
10 Days Ago
Add support for doors to be "always closed" but still treated like portals between rooms - allows vending machines to block visibility between rooms while keeping the same code as doors
10 Days Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
10 Days Ago
Fix entities placed in sockets (vending machines) not linking up with their sockets until stability runs (which doesn't apply for vending machines) or server restart - part of the reason vending machines didn't block occlusion: they sometimes had no links
10 Days Ago
Fix entities that were forced dynamic due to being parented never resetting the flag when pooled and staying dynamic when reused without a parent
10 Days Ago
Update tests to be aware of the extra faces on foundations now
10 Days Ago
Fix a foundation surrounded by walls being connected to a foundation outside the base offset half below - add faces on the sides of foundations & rely on existing face linking behavior to work properly
10 Days Ago
Reserialize foundation prefabs before adding new faces (for clean diff)
10 Days Ago
added example mesh for jarryd - idea is to box’s position, dimensions and rotation Use object-name suffixes to assign physics materials, e.g. floor_01_wood uses Wood. Remove material suffixes from generated child names Place aligned colliders directly on the parent; create separate children for rotated boxes Remove the reference instance after conversion, with Undo/Redo support
10 Days Ago
Cherry pick old animals fixes (flee when attacked from afar, do not sleep)
10 Days Ago
UIBlurCanvasesBehind skips the capture while a CanvasGroup above is faded out
10 Days Ago
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10 Days Ago
rename `demo.newui` to `demo.oldui`, enable demoui2 by default. [old ui stays. we really don't have a reason to nuke it for now and there are still some people that prefer the old one.]
10 Days Ago
disable dolly preview, fix spline ordering issues.
10 Days Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
10 Days Ago
merge from aizone_sleep_fix
10 Days Ago
Merge from vcc
10 Days Ago
Merge from main
10 Days Ago
Add special staging-only gamepad UI button option that hackily enables gamepad override just for that session. Hide all other gamepad options in the gamepad section until it is enabled.
10 Days Ago
Fix navmesh building on top of cargoship
10 Days Ago
Fix AI Sleep Zones not working correctly since May - race condition fix earlier this year inadvertently made any zone outside of a BaseEntity not initialise correctly (all except underwater labs) - before / after on fresh procmap: https://files.facepunch.com/ryanw/2026/October/26_19-06-IndelibleBlackrhino.png / https://files.facepunch.com/ryanw/2026/October/26_18-54-FluffyDaddylonglegs.png
10 Days Ago
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
10 Days Ago
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
10 Days Ago
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10 Days Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
10 Days Ago
merge from analytics_base_occlusion -> main
10 Days Ago
Fix compile errors
10 Days Ago
merge from work_queue_optims
10 Days Ago
- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
10 Days Ago
Add analytics events for rotating and flipping building blocks
10 Days Ago
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10 Days Ago
boat_scientists_improvements -> main
10 Days Ago
Only attempt turns when we can actually see the player
10 Days Ago
Lap interval pass on additional work queues - DroppedItemUnderwaterQueue, 0.05, keep inline (ish) with physics tick rate - BotColliderWorkQueue, 0.1, this is only refreshed every 0.2-0.3 seconds anyway
10 Days Ago
Fix bad merge when updated before submitting livestock lamp changes
10 Days Ago
merge from main -> base_occlusion
10 Days Ago
merge from analytics_base_occlusion -> main
10 Days Ago
boat_scientist_improvements -> main
10 Days Ago
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
10 Days Ago
replicated_convar_error_change -> main
10 Days Ago
item_pool_expansion -> main
10 Days Ago
sprinkler_fixes -> main
10 Days Ago
radwater_color_throw_fix -> main
10 Days Ago
Add "isOpen" to the existing door toggled event
10 Days Ago
3p setup wip - 3p anims - holdtype controller population - holster placement
10 Days Ago
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10 Days Ago
- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
10 Days Ago
Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change