reporust_rebootcancel

158,555 Commits over 4,566 Days - 1.45cph!

2 Days Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
2 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
2 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
2 Days Ago
Update tests to be aware of the extra faces on foundations now
2 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
2 Days Ago
Reserialize foundation prefabs before adding new faces (for clean diff)
2 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
2 Days Ago
Cherry pick old animals fixes (flee when attacked from afar, do not sleep)
2 Days Ago
UIBlurCanvasesBehind skips the capture while a CanvasGroup above is faded out
2 Days Ago
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2 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.]
3 Days Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
3 Days Ago
merge from aizone_sleep_fix
3 Days Ago
Merge from vcc
3 Days Ago
Merge from main
3 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.
3 Days Ago
Fix navmesh building on top of cargoship
3 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
3 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
3 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
3 Days Ago
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3 Days Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
3 Days Ago
merge from analytics_base_occlusion -> main
3 Days Ago
Fix compile errors
3 Days Ago
merge from work_queue_optims
3 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
3 Days Ago
Add analytics events for rotating and flipping building blocks
3 Days Ago
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3 Days Ago
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3 Days Ago
boat_scientists_improvements -> main
3 Days Ago
Only attempt turns when we can actually see the player
3 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
3 Days Ago
Fix bad merge when updated before submitting livestock lamp changes
3 Days Ago
merge from main -> base_occlusion
3 Days Ago
merge from analytics_base_occlusion -> main
3 Days Ago
boat_scientist_improvements -> main
3 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
3 Days Ago
replicated_convar_error_change -> main
3 Days Ago
item_pool_expansion -> main
3 Days Ago
sprinkler_fixes -> main
3 Days Ago
radwater_color_throw_fix -> main
3 Days Ago
Add "isOpen" to the existing door toggled event
3 Days Ago
3p setup wip - 3p anims - holdtype controller population - holster placement
3 Days Ago
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3 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
3 Days Ago
Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change
3 Days Ago
Bugfix: ResearchTable.ResearchAttemptFinished - preserve ItemDef from the removed item to avoid NREs Tests: none, trivial change
3 Days Ago
commit remaining textures that were for some reason not included
3 Days Ago
added new milk icons so its clearer what they are when in fridge. updated asset textures accordingly
3 Days Ago
Optim: use IndexOf to avoid double scan in ItemContainer.Remove Tests: ran unit tests