reporust_rebootcancel

139,616 Commits over 4,383 Days - 1.33cph!

Today
Frankenstein visibility
Today
Frankenstein visibility
Today
Merge: from networkgrid_iterationspeed_changes - Bugfix: avoid NREs from accessing uninitialized subscribers for net groups Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Today
Bugfix: avoid NREs by skipping not yet initialized subscribers for the network group Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Today
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Today
Merge: from main
Today
Merge: from serverprofiler_filters_april2026 - Update: remove a couple assemblies and utils from being recorded in snapshots to reduce overhead Tests: exported snapshot in Jobs 3 mode and inspected
Today
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
Today
Update: april batch of ServerProfile filters - Release binaries built from 8643e0d9 Excludes: websocket-sharp and UniTask assemblies, Facepunch.System's Deque and TimeSpanExt classes Tests: inspected snapshot from editor in jobs 3 mode
Today
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Today
edited crossbow bowless viewmodel  anims
Today
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Today
Initial prototyping
Today
merge fix for increased 2.5gb memory usage on servers
Today
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
Today
merge from waterwheel_deployable
Today
remove debug
Today
merge from main
Today
merge from waterwheel_deployable
Today
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
Today
Scarecrow head and suit FBX and prefabs
Today
client compile fix
Today
added 3p swimming animations to player anim controller
Today
merge from main
Today
One more NRE fix for group removes
Today
Fix UsePlayerUpdateJobs 3 NREs
Today
fixing some textures left over and some incorrect import options for ao maps
Today
updated existing workbench to now use the empty mesh state. updated lods and gibs
Today
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
Yesterday
Apartment Item Reshuffle
Yesterday
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
Yesterday
merge from main
Yesterday
Fix animals looking straight ahead when sprinting (should only be for scientists)
Yesterday
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
Yesterday
Fix new network visibility grid being slow at initialization by deferring creating group lists until they're actually needed. 4s->1s (+reduce the current load of 10s garbage collection on every playmode entry.)
Yesterday
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Yesterday
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Yesterday
manifest rebuild for kiosk signs
Yesterday
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
Yesterday
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
Yesterday
Fix tiger prowling and croc intimidation
Yesterday
Centralize all flags in npc networking component
Yesterday
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
Yesterday
Merge from terrain_renderer
Yesterday
prefabs/Wallpaper/ ok
Yesterday
Tutorial animation updates
Yesterday
Merge from main
Yesterday
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
Yesterday
Clamp renderdistance with a minimum to fix some edge case issues