reporust_rebootcancel

139,293 Commits over 4,352 Days - 1.33cph!

Yesterday
❌ has been ❌'d (removed) whilst using the chainsaw Scale the rate at which chainsaw gathers wood so it is not significantly faster than it was before, like what the jackhammer does
Yesterday
Added an extra hash set when calculating the seed for picking hair colour In some hair cases this was resulting in hair that would only allow certain colours in the variations colour array
Yesterday
merge from skinviewer_easter
Yesterday
Updated bunny costume skinviewer BC settings
Yesterday
material order fix.
Yesterday
Compile fix
Yesterday
Adding a test step
Yesterday
merging medical syringe updates from refresh branch
Yesterday
kind of hacky BC fix to allow scaling BC without breaking the positions of chains - adjusts LengthModifier by inverse of minimum lossyScale to simulate larger in WS to cancel out the incorrect scale when adjusting transforms in LS with bonestates - need a more legitimate fix for VMs as I hadn't realised how much scale was effecting it
Yesterday
Merge from main
Yesterday
fixed material order on lod3
Yesterday
Merge from voice_delay_fix
Yesterday
Codegen
Yesterday
Merge from main
Yesterday
Possible solution to voice latency that occurs after long playtimes Add voice.bufferResetThreshold convar, takes a value in seconds. If the stored amount of voice data is greater than this duration then we skip most of the stored voice data to catch up Defaulting to 3.5s, can be 0-5s (the max amount of data we store) If it's set to 0 disable this fix entirely Print a client log when this happens, would like to know if it works
Yesterday
Remerge of 147094 - Merge: from projectileweaponmod_allocs
Yesterday
Merge: from projectileweaponmod_allocs - Optim: removed allocations related to ProjectileWeaponMod.Sum/Mult/Min/Max/Avg and their callers Tests: used a modded AK to kill a scientist
Yesterday
merge from new_console-ui
Yesterday
Clean: ProjectileWeaponMod.Mult - use 1 as hardcoded default value They've been manually specified as 1 everywhere, seems a bit redundant Tests: compiles
Yesterday
Fixed TAB not taking the first option in the console
Yesterday
Merge from light_toggle_radial_bind_workaround
Yesterday
Optim: cache all selectors that are used in mod value aggregations Tests: got shot by a scientist. killed them with a fully modded ak
Yesterday
merge from useplayerupdatejobs3
Yesterday
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Yesterday
Ensure last grounded position in parallel checks is written immediately before rewriting in air state - all new consistency tests pass now
Yesterday
Bunny suit skin viewer update
Yesterday
Add achievement grant for hackable crates, add it for ghost ship crates.
Yesterday
Add achievement stat tracking for consumables, add it to coconuts.
Yesterday
Phonebooth updates - Added bespoke player pose - Adjusted phone position and line renderer postion in phonebooth prefab - Hooked up in player animator
Yesterday
guitar position update
Yesterday
Potential workaround for needing a separate bind for new light toggle radial functionality to work correctly.
Yesterday
Industrial Shelves; - Game models updated - Material updated - Added stand in textures - Icons updated - Shallow wall prefab updated with updated prop render values
Yesterday
merge from main
Yesterday
Optim: reimplement projectile mod aggregators to be alloc free - added outstanding Avg, Min and Max helpers - all helpers are now generic, to support the 2 overloads we have - ripped out GetMods to avoid accidental reintroduction of allocs Still need to fix remaining dynamic callback creation Tests: got shot by a scientist
Yesterday
merge from combat_knife_weapon_racks_rotation_fix
Yesterday
merge from waterwheel_deployable
Yesterday
merge from door_knocker_guide_mesh_fix
Yesterday
merge from easter2026_dlc
Yesterday
Fixing invisible male legs
Yesterday
Removed Old Small Kitchen Cabinet Blockout Models and Folders
Yesterday
Merge from monument_notification_sounds
Yesterday
Clean: simplify ProjectileWeaponMod code - get rid of 0 as default arg - mini bugfix: hook up bypassModToggles in one of Sum overloads - added non-GC mul and sum, but not plugged in yet Tests: compiles
Yesterday
- Run Clean Entity Labels - Deleted and readded OilRigResetNotification from prefab to get rid off serialized data pertaining to entities. S2P both oil rigs - Rebuild manifest and commit associated prefab changes
Yesterday
Adjusted I/O back to where it was previously before downscaling
Yesterday
3p medical syringe anim updates to match new viewmodel anims
Yesterday
Fix Outline Bunny suit WM mesh and prefab
Yesterday
medical syringe wounded animation update + audio event check
Yesterday
Merge from main
Yesterday
merge from new_console-ui
Yesterday
merge from main