reporust_rebootcancel

157,671 Commits over 4,566 Days - 1.44cph!

9 Days Ago
Merge from livestock_animals, fix regression and red test
9 Days Ago
Fix regression caught by Led_TwoInSingleFile_StandSideBySide test
9 Days Ago
- Skip the bounds check for blocks that aren't older than the current best block - Visit the cell you're standing in first Skips a lot of work when standing in the core or middle of a base
9 Days Ago
On livestock, stop using syncvars for things that should not be broadcasted to all clients, instead use protobuf
9 Days Ago
Created a coconut lootspawn and additional prefab. Added to palm_tree_tropical_small_b for testing
9 Days Ago
Attempt at global building privilege cache, using a simple grid holding all the building blocks + a collider test on the winning block, because triangles and roofs have bounds larger than their colliders Thats enough to remove the Vis Entities call and keep the same precision. Works on the client and the server In a big base, 575 blocks around me: 4.60ms -> ~0.50ms
Rin
9 Days Ago
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10 Days Ago
Fix livestock not using trough when any grass is present, after current overgrazing rework Now eat less food the more grass there is in the pen, but still eats food, and grass only is less filling
10 Days Ago
Fix test attribute
10 Days Ago
Enabled dropAtExactPosition on the beehive.natural Apples have a 15% chance to spawn on oak_d and oak_f (we want apple trees to be rare)
10 Days Ago
Added a way for apples to spawn in the exact location their loot container is on the trees. Before: https://files.facepunch.com/lukester/2026/October/10_18-53-GlassGallowaycow.mp4 Now: https://files.facepunch.com/lukester/2026/October/10_18-48-TimelyBaboon.mp4
10 Days Ago
Tests
10 Days Ago
Codegen
10 Days Ago
Add global const for "entity_links" version so we can invalidate all entity links when needed
10 Days Ago
Cache entity links across server restarts - if a prefab's sockets change since it was saved it will relink sockets - works for copy paste (so we can see how things were linked on a remote server)
10 Days Ago
fix laserbeam jobs using stale materials
10 Days Ago
Added alien costume to the skin viewer
10 Days Ago
merge from main
10 Days Ago
merge from Halloween2026DLC
10 Days Ago
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Rin
10 Days Ago
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10 Days Ago
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Rin
10 Days Ago
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11 Days Ago
Merge from npc_phone_conversations
11 Days Ago
Add test conversation hidden behind admin convar to demo phone conversations S2P fishing villages
11 Days Ago
Stop sending some conversation state info with every speech node when we don't need to Add missing conversation to conversation manifest
11 Days Ago
scrap king - texture updates
11 Days Ago
scrap king - collider update
11 Days Ago
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11 Days Ago
Don't send string keys to format to client unless the current speech node contains that key
11 Days Ago
Uzi FX & related files.
11 Days Ago
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11 Days Ago
Merge fixes
11 Days Ago
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11 Days Ago
Changed default render scale upscale mode to Catmull-Rom because it looks best Changed render scale upscale mode convar name from upscaleMode to renderScaleSampling
11 Days Ago
Merge from main
11 Days Ago
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11 Days Ago
Remove client conversations having a reference to the NPC entity they are talking to. Allows phone conversations across the map without having to temporarily spawn in the NPC entity clientside
11 Days Ago
Merge from grid_optimizations
11 Days Ago
Merge from render_pipeline_testing
11 Days Ago
Merge from native_render_passes
11 Days Ago
Breakroom progress
11 Days Ago
Fixed issue with merge coming from the PostOpaqueDepthRendererFeature
11 Days Ago
Merge from livestock_animals, livestock reword (removing old age, simpler owner etc)
11 Days Ago
Merge from main
11 Days Ago
Merge from render_pipeline_testing
11 Days Ago
Building privilege debug draw convar
11 Days Ago
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11 Days Ago
- Add better debug drawing commands to test cows pens and diagnostic problems with them not eating / reproducing etc, that work on client - Limit herd size to 5, and increase herd detection distance to 40m
11 Days Ago
Grid optimizations * Replace Stopwatch.Elapsed.TotalMilliseconds usages with a wrapper around Stopwatch.GetTimestamp() * LODGrid and WorldGrid more accurately track which cells to refresh based on camera movement * RendererGrid now tracks dirty cells instead of polling all for changes