reporust_rebootcancel

155,208 Commits over 4,536 Days - 1.43cph!

4 Days Ago
Hooked up new animal icons Set all animal avatars to 1024, was 2056
4 Days Ago
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4 Days Ago
Item icons for milk drink interaction
4 Days Ago
anim updates
4 Days Ago
Open/close sounds
4 Days Ago
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
4 Days Ago
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
4 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
4 Days Ago
Fix the deployment being the wrong way around
4 Days Ago
Add blinking 'processing' and 'blocked' text on the info display
4 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)
4 Days Ago
Exclude high walls from room occlusion (since they are always considered outside structures)
4 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
4 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
4 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
4 Days Ago
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
4 Days Ago
Post merge fixes
4 Days Ago
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
4 Days Ago
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4 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
4 Days Ago
merge from procgen_visualiser
4 Days Ago
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4 Days Ago
merge from main
4 Days Ago
Merge from critter_animals
4 Days Ago
Indicator + light notify LOD
4 Days Ago
Merge from animal_fence_sound_polish
4 Days Ago
First pass on jellyfish swarms
4 Days Ago
Animal fencing audio polish and added new ui sounds
4 Days Ago
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
4 Days Ago
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
4 Days Ago
Pipe/wire pass for random room i (small)
4 Days Ago
Tech tree fixes
4 Days Ago
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
4 Days Ago
Halloween Wallpapers - texture update
4 Days Ago
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4 Days Ago
updated skins list
4 Days Ago
Minimum of 1 fuel for even worse foods (grubs)
4 Days Ago
spooky halloween decor pack steam item
4 Days Ago
- Description - Crafting costs - Tech tree
4 Days Ago
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
4 Days Ago
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
4 Days Ago
- Have to restir after adding new food - Show a little pop animation in the loot panel ui to show its been reset - Make 'electircity required' show in red
4 Days Ago
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"
4 Days Ago
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
4 Days Ago
Reduce power consumption
4 Days Ago
Add emissive indicator lights: - green flashing when done (fuel in and not food) - green when cooking normally - solid red when no food (to show its burning power) - red flashing when needing to be stirred
4 Days Ago
Update: reimplement shop.unloadAssets convar Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic