reporust_rebootcancel

153,574 Commits over 4,536 Days - 1.41cph!

Yesterday
merge from livestock_animals
Yesterday
merge from main
Yesterday
merge from automated_testing
Yesterday
Fix kick hazmat worldmodel outline
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Bradley Flatbed materials and textures. Model update
Yesterday
Add pillbox tranlsation strings. Add to icon generator manifest.
Yesterday
Merge from main
Rin
Yesterday
Reduced HQM collectable scale
Yesterday
Fix terrain compute uninitialised variable warnings
Yesterday
Merge from vehicle_panel_nre_fix
Yesterday
Hypothetical fix for NRE on VehicleEditingPanel
Rin
Yesterday
merge from bee_grenade_visual_fixes
Yesterday
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Rin
Yesterday
merge from paintballgun_colourequipfix
Rin
Yesterday
merge from chandelier_optimization
Rin
Yesterday
merge from rifle_show_lod_animevents_update
Rin
Yesterday
merge from candy_inventory_fix
Rin
Yesterday
merge from ornate_horse _mask_fix
Rin
Yesterday
merge from worldmodel_sep_fixes
Yesterday
Merge from main
Yesterday
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
Yesterday
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
Yesterday
Add the vendor to the ranch, s2p both
Yesterday
Fixed animal leads not working after purchase
Yesterday
merge from main -> sentry_upload
Yesterday
First pass on npc's selling baby animals to the player
Yesterday
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
Yesterday
LeadingPlayer is now a Synced field Compile simulator now passes
Yesterday
Fixed most compile errors, still one issue
Yesterday
Merge from lod_preview
Yesterday
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
Yesterday
Added sandbag pillbox barricade and deployable item - pillbox model, LODs and collision with separate wood and sandbag phys materials - reused adams setup for crafting and repair - Added icon to match other variants - gibs - updated manifest
Yesterday
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Yesterday
Biofuel Generator: manifest and engine.json for the new entity
Yesterday
merge from cookingworkbench_stopping_fix
Yesterday
merge from smart_alarm_deployment_fix
Yesterday
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
Yesterday
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Yesterday
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
Yesterday
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
Yesterday
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)
Yesterday
merge from server_occlusion_wait_and_integrate_pairs
Yesterday
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
Yesterday
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
Yesterday
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
Yesterday
- Help window - Increased size of the creator window - Minor icon size polish
Yesterday
merge from main
Yesterday
exported latest nailgun refresh vm anims