reporust_rebootcancel

137,785 Commits over 4,352 Days - 1.32cph!

2 Hours Ago
merge from water_ssr_taa_flicker_fix
2 Hours Ago
merge from water_reflection_probe_seam_fix
2 Hours Ago
merge from vclouds_macos_reflection_fix
Fixed rogue materials drawing hair cap textures over face
Fix player seed with broken eyes
Today
jungle rock offset fix
Today
binoculars offset fix
Today
fixed medieval/abyss/jungle ak holster and backpack positions
Today
Fixed 3p flashbang player offset
Today
a lot more weapons charm setup
Today
fixed 3p skull player offset
Yesterday
merge from path_preview
Yesterday
Fix "Unlocked" button appearing clickable
Yesterday
fix missing shader referene
Yesterday
Clean up and format the whole file a bit, it was a mess No functional changes
Yesterday
Set up small hunting trophy with updated rig (still not working though)
Yesterday
easier deployment on sloped river banks, improve river checking
Yesterday
Office light file tweaks & setup.
Yesterday
fixed 3p cake offset
Yesterday
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Yesterday
Optim: FPTask.Run is now 0 allocs Using reflection, manually invoke internals while sneaking in our cached callback Tests: ran unit test
Yesterday
Yesterday
Merge from improved_network_groups/variable_cell_size
Yesterday
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Yesterday
Work scene backup
Yesterday
Yesterday
exported edited batteringram, generic and minicopter 3p anims and updated mincopter/scrapheli/attack heli hand/foot ik targets in their entities/prefab
Yesterday
added an alt version of the big button so they can be coloured.
Yesterday
easter wip wallpaper textures, icons
Yesterday
Wood tilable texture update
Yesterday
Kitchen Modular Kit updates
Yesterday
Add support for different entity ranges per entity Internally the overworld now has three overlapping network group grids with different cell sizes Players subscribe to all layers with different radii Entities can be configured with a preference for which network layer to place them on
Yesterday
Icons are now processed through the backend instead of through the editor
Yesterday
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Yesterday
Merge from hab_altimeter
Yesterday
Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes
Yesterday
ao resize
Yesterday
Update: add UniTask for evaluation In simle case only has 1 alloc that's not pooled, same as FPTask - will try to solve it locally first Tests: ran unit test
Yesterday
FIx isStopped incorrectly clearing path, path is cleared on disable instead
Yesterday
Merge from hab_altimeter
Yesterday
Hooked up needle LODS to calc. Invert calc and change axis to work with art.
Yesterday
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
Yesterday
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
Yesterday
Merge from main
Yesterday
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
Yesterday
Fix set path earlying out incorrectly when called from SetDestination
Yesterday
Use cleaner getter for agent
Yesterday
Fix path follower ticking twice per frame in editor
Yesterday
hab altimeter worldmodel lods, materials and textures
Yesterday
edited motor/pedal bikes ik hand/feet positions