reporust_rebootcancel

158,451 Commits over 4,566 Days - 1.45cph!

Yesterday
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
Yesterday
Reserialize foundation prefabs before adding new faces (for clean diff)
Yesterday
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
Yesterday
Cherry pick old animals fixes (flee when attacked from afar, do not sleep)
Yesterday
UIBlurCanvasesBehind skips the capture while a CanvasGroup above is faded out
Yesterday
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Yesterday
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.]
Yesterday
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
Yesterday
merge from aizone_sleep_fix
Yesterday
Merge from vcc
Yesterday
Merge from main
Yesterday
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.
Yesterday
Fix navmesh building on top of cargoship
Yesterday
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
Yesterday
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
Yesterday
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
Yesterday
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Yesterday
Optimize doors when recalculating series of connected rooms when doors are opened & closed
Yesterday
merge from analytics_base_occlusion -> main
Yesterday
Fix compile errors
Yesterday
merge from work_queue_optims
Yesterday
- 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
Yesterday
Add analytics events for rotating and flipping building blocks
Yesterday
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Yesterday
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Yesterday
boat_scientists_improvements -> main
Yesterday
Only attempt turns when we can actually see the player
Yesterday
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
Yesterday
Fix bad merge when updated before submitting livestock lamp changes
Yesterday
merge from main -> base_occlusion
Yesterday
merge from analytics_base_occlusion -> main
Yesterday
boat_scientist_improvements -> main
Yesterday
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
Yesterday
replicated_convar_error_change -> main
Yesterday
item_pool_expansion -> main
Yesterday
sprinkler_fixes -> main
Yesterday
radwater_color_throw_fix -> main
Yesterday
Add "isOpen" to the existing door toggled event
Yesterday
3p setup wip - 3p anims - holdtype controller population - holster placement
Yesterday
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Yesterday
- 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
Yesterday
Bugfix: fix WaterPurifier incorrectly increasing stack of garbage in output just before removing it Tests: none, trivial change
Yesterday
Bugfix: ResearchTable.ResearchAttemptFinished - preserve ItemDef from the removed item to avoid NREs Tests: none, trivial change
Yesterday
commit remaining textures that were for some reason not included
Yesterday
added new milk icons so its clearer what they are when in fridge. updated asset textures accordingly
Yesterday
Optim: use IndexOf to avoid double scan in ItemContainer.Remove Tests: ran unit tests
Yesterday
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Yesterday
Bugfix: reimplement ItemContainer.Clear loop to invalidate items at the end of iteration - removed couple cases of dead code Tests: unit tests + server automated tests, down to 1 failing
Yesterday
If the target is no longer valid then move on to someone we can see, or bail out
Yesterday
Workshop Downloadable Source - Default name for files now uses dashes instead of dots. "rifle.ak.obj" would now be "rifle-ak.obj" to prevent issues