reporust_rebootcancel

155,223 Commits over 4,536 Days - 1.43cph!

5 Days Ago
Merge from legacy_anim_deletes_oct_2026
5 Days Ago
Removed 75 animation files and overrides, around 47mb worth Mostly legacy hold types
5 Days Ago
Cleaned orphaned data in player animation controller Updated cleanup tool to also clean out orphaned references in override controllers
5 Days Ago
Added new tool Tools/Animation/Remove Orphaned Sub Assets Finds orphaned assets on animation controllers that Unity apparently just keeps around after you delete things? Could also have been caused by bad merges Cleaned out Scientist2.anim, RidableHorse, v_mini_crossbow.anim, snowballgun.anim, v_food_pies.anim
5 Days Ago
Fixed boomerang waiting to catch animation still using old player model animation Once removed old boomerange animations were no longer referenced, removed them
5 Days Ago
Merge from main
5 Days Ago
Double baseline dung production speed of cow and sheep (was every 40m, now 20m) Fixed a long standing dung production bug on horses that was inadvertedly increasing their dung production x10 Adjusted horse dung produced per calorie to 0.2, was 0.1 A well fed horse should now produce ~48 dung/day (was 240) A well fed livestock animal should now produce ~72 dung/day (before any gene increase/decrease)
5 Days Ago
Add additional tests
5 Days Ago
Merge from deep_sea_teleport_fix
5 Days Ago
Possible fix for players being left behind when a boat they are on transfers to/from the deep sea and they were standing too close to a wall Also add null checks when spawning the deep sea so we can spawn a quick, empty deep sea in the editor
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Fix individual edits causing more faces to be marked dirty than needed
5 Days Ago
Animals are now dismounted when the vehicle they are on rolls or ends up submerged
5 Days Ago
Updated sales charts for livestock selling Can now receive random reward that could include Turret, HQM, LGF, Semi rifle, Scrap, Saddles, Rope, Blue cards, Tarps, CCTV, Targeting computer and frags Updated wool chart to match for now, will likely need a further revision
5 Days Ago
Cows now harvest for 30 cloth, 100 leather, 100 bones, 20 beef, 40 fat Sheep now harvest for 10 cloth, 20 leather, 50 bones, 12 mutton, 20 fat + whatever wool they had on them at the time of death
5 Days Ago
Hooked up new animal icons Set all animal avatars to 1024, was 2056
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Item icons for milk drink interaction
5 Days Ago
anim updates
5 Days Ago
Open/close sounds
5 Days Ago
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
5 Days Ago
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
5 Days Ago
Apply the item position on the Loadout UI icon slots if applicable https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png
5 Days Ago
Fix the deployment being the wrong way around
5 Days Ago
Add blinking 'processing' and 'blocked' text on the info display
5 Days Ago
Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
5 Days Ago
Exclude high walls from room occlusion (since they are always considered outside structures)
5 Days Ago
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
5 Days Ago
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
5 Days Ago
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
5 Days Ago
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
5 Days Ago
Post merge fixes
5 Days Ago
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
5 Days Ago
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5 Days Ago
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
5 Days Ago
merge from procgen_visualiser
5 Days Ago
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merge from main
5 Days Ago
Merge from critter_animals
5 Days Ago
Indicator + light notify LOD
5 Days Ago
Merge from animal_fence_sound_polish
5 Days Ago
First pass on jellyfish swarms
5 Days Ago
Animal fencing audio polish and added new ui sounds
5 Days Ago
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
5 Days Ago
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
5 Days Ago
Pipe/wire pass for random room i (small)
5 Days Ago
Tech tree fixes