reporust_rebootcancel

153,657 Commits over 4,536 Days - 1.41cph!

Rin
2 Days Ago
merge from rifle_show_lod_animevents_update
Rin
2 Days Ago
merge from candy_inventory_fix
Rin
2 Days Ago
merge from ornate_horse _mask_fix
Rin
2 Days Ago
merge from worldmodel_sep_fixes
2 Days Ago
Merge from main
2 Days Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
2 Days Ago
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
2 Days Ago
Add the vendor to the ranch, s2p both
2 Days Ago
Fixed animal leads not working after purchase
2 Days Ago
merge from main -> sentry_upload
2 Days Ago
First pass on npc's selling baby animals to the player
2 Days Ago
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
2 Days Ago
LeadingPlayer is now a Synced field Compile simulator now passes
2 Days Ago
Fixed most compile errors, still one issue
2 Days Ago
Merge from lod_preview
2 Days Ago
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
2 Days Ago
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
3 Days Ago
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3 Days Ago
Biofuel Generator: manifest and engine.json for the new entity
3 Days Ago
merge from cookingworkbench_stopping_fix
3 Days Ago
merge from smart_alarm_deployment_fix
3 Days Ago
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
3 Days Ago
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3 Days Ago
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
3 Days Ago
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
3 Days Ago
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)
3 Days Ago
merge from server_occlusion_wait_and_integrate_pairs
3 Days Ago
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
3 Days Ago
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
3 Days Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
3 Days Ago
- Help window - Increased size of the creator window - Minor icon size polish
3 Days Ago
merge from main
3 Days Ago
exported latest nailgun refresh vm anims
3 Days Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
3 Days Ago
Added pattern tester script Some material updates
3 Days Ago
Cleanup filenames from 1.2 / 3.4 to half / three quarter
3 Days Ago
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass
3 Days Ago
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
3 Days Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
3 Days Ago
Re-render all sandbag deployables for consistent appearance.
3 Days Ago
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
3 Days Ago
Setup icon rendering. Render icons for new sandbags.
3 Days Ago
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
3 Days Ago
Adding squirrel rig
3 Days Ago
Merge from main
3 Days Ago
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
3 Days Ago
New sandbag variations unlock with original / BP button fix.
3 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
3 Days Ago
separate critter FSM to different budgeted work queue, with lower frametime
3 Days Ago
More work on random room C - plus wire/pipe pass