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142,558 Commits over 4,413 Days - 1.35cph!

Today
Trees now support multiple prefabs instead of just one. This means multiple natural beehives🐝 https://files.facepunch.com/LukeD/2026/05/Unity_0ju1Wwl8WC.mp4 (I need this functionality for apple trees)
Today
the big sync
Today
untangled changes from erik's prefab and changes from this AM
Male A-E seeds shadow pass/eyelashes
Today
move the walls corridor to the grid
Today
added collision for the corridor
Today
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators
Today
Added image pixels per unit multiplier (so modders can modify slice scaling)
Add train control to the timeline
Today
Added UnityEngine.UI.Mask component support to CUI
Today
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
main -> game_room_dlc
Today
Added baked config at register time Batteries are data based
Today
Possible NRE fix
Pool table deployable
Today
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
Today
merge from mortar_prototype
Today
Fix mortar animation handles not getting disposed of properly in demos
Today
Splitter evaluator
Today
blockout playground models from yesterday
Today
some visual tweaks to bench_b
Today
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
Today
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
Today
Full rebuild param handling from Jenkins end
Today
Fixed charm picker not working when skins_access was set to 1
Today
Merge from shot_dub_fixes
Today
Added per axis dubbing override tracks (pan/tilt/roll)
Today
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
Today
Fix hole Remove with swapback for transform instance data
Today
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Today
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Today
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
Today
Fixed wrong item id on ballistic vest
Today
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
Today
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
Today
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Today
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
Today
fix player_model changes stomped in merge
Today
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
Today
Memory cell evaluator
Today
Root combiner distributes drain evenly on batteries connected to its inputs
Today
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Today
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Today
Evaluator refactoring
Today
Some tooltips
Today
Merge from auto_particle_cinematics
Today
Compile fix
Today
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Today
Branch and blocker evaluators Some cleanup and fixes