reporust_rebootcancel

155,532 Commits over 4,536 Days - 1.43cph!

Yesterday
animator name change
Yesterday
Fix item notices being incorrect when skimming milk and the items would join existing stacks Play milk effect when skimming, better than nothing Show skim option above drink, avoids misclicks, fixed order not doing anything for item menu options in general Fix item icon import settings for all new items, fixes milk icons looking bad
Yesterday
engine json update
Rin
Yesterday
merge from Livestock_animals
Rin
Yesterday
Drop the word 'meat' from all mentions of Mutton. e.g Cooked Mutton Meat is now Cooked Mutton
Yesterday
merge from main
Yesterday
Fixed country selection popup not drawing its options the first time its open
Yesterday
merge from main
Yesterday
Re export from correct file
Yesterday
Updating sheep skinning
Yesterday
Merge from deferred_lighting_optimizations
Yesterday
Merge from main
Yesterday
Use RustObjectToClipPos for terrain depth prepass to fix depth test issues Don't clear depth in gbuffer pass Restore camera matrix on setup pass to fix RRP terrain holes
Rin
Yesterday
merge from honey_flicker
Rin
Yesterday
merge from powergrid_loot_fixes_2
Yesterday
medium station update
Yesterday
Merge from livestock_animals
Yesterday
Doubled population of cows and sheep in the wild per square km (1 -> 2)
Yesterday
Lower GrazeDayShare from 0.4 -> 0.3 on cows and sheep, meaning they will spend less of the day eating and require less food
Yesterday
Cows and sheep get double fullness when eating from a trough
Yesterday
Fixed reference to animals when selling wool
Yesterday
Fixed some failing tests, all were testing regressions not actual regressions
Yesterday
Reduce sampling loop by pixel distance factor already in use
Yesterday
NPCAnimController perf improvements Throttle the animator param calculations if the animal has been culled, max once every 0.25 Check the livestock have changed flags before setting the animator params Disable the F Look component when an animal is culled or if the animal is > 30m away Don't do the snap to ground raycast if we are culled In a scene with 40 cows, this reduces FLook and NPCAnimController total of 0.6ms to 0.1ms when occluded, 0.3ms when at a distance
Rin
Yesterday
merge from biofuel_generator
Yesterday
Merge from livestock_animals
Yesterday
Vendor typo fix
Yesterday
Merge from livestock_animals
Yesterday
Merge from livestock_hotfixes
Yesterday
Added item ownership for items purchased from livestock vendor
Yesterday
Fixed wrong text displayed if player drops wool mid conversation
Yesterday
biofuel_generator_optims -> main
Yesterday
Add ability to turn off background errors by setting -1 in the manifest (incase it completely breaks)
Yesterday
- Add an animator LOD
Yesterday
Send the livestock to sell via an RPC rather than relying on client side triggers to match up with server side triggers
Yesterday
- Run client animations in invoke repeating - Only run stirring animations when actually stirring - Run server updates in invoke randomised rather than invoke repeating
Yesterday
Add additional rate limiting to background errors - I expect these can be spammy, so limit to 2 errors per minute - controlled by manifest so it can be increased if we want
Yesterday
much more accurate collision meshes for sandbag barricades https://files.facepunch.com/pilgrim/2026/September/29_00-31-PassionatePrayingmantis.mp4
Yesterday
merge from render_pipeline_testing
Yesterday
compile fix
Yesterday
Yesterday
Emission fresnel tweak.
Yesterday
Lighting & FX polish. Hooked up logic to the non-emissive texture entities. Fixed all the display sprites being uncompressed. The display is an 80s'esque liquid crystal display like the texture implies. Asset not relying on emissive textures only anymore (bad for the arm etc)
Yesterday
Ensure background thread errors get sent to sentry - we fixed them being silently dropped last month, this month we collect them
Yesterday
Fixed netgraph being scaled and shifted offscreen https://files.facepunch.com/raul/2026/September/29_01-00-FavorableSheldrake.jpg
Yesterday
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Yesterday
Prevent teammates from using the break-in option to break into their teammate's room
Yesterday
merge from render_pipeline_testing (water fixes)
Yesterday
Fix teammates not being able to let themselves out of doors when inside them - caused by apartment rooms losing their reference to the front door after the restart - while the owner could still go in and out, the "anyone can let themselves out" wouldn't work - would only happen if the server restarted after you purchased a room
Yesterday
fix stutter in underwater color grading transition