reporust_rebootcancel

154,806 Commits over 4,536 Days - 1.42cph!

Today
Item icons for milk drink interaction
Today
anim updates
Open/close sounds
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
Today
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
Today
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
Fix the deployment being the wrong way around
Add blinking 'processing' and 'blocked' text on the info display
Today
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)
Today
Exclude high walls from room occlusion (since they are always considered outside structures)
Today
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
Today
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
Today
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
Today
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
Today
Post merge fixes
Today
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
Today
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Today
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Today
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
Today
merge from procgen_visualiser
Today
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Today
merge from main
Today
Merge from critter_animals
Indicator + light notify LOD
Today
Merge from animal_fence_sound_polish
Today
First pass on jellyfish swarms
Today
Animal fencing audio polish and added new ui sounds
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
Today
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
Today
Pipe/wire pass for random room i (small)
Tech tree fixes
Yesterday
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
Yesterday
Halloween Wallpapers - texture update
Yesterday
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Yesterday
updated skins list
Yesterday
Minimum of 1 fuel for even worse foods (grubs)
Yesterday
spooky halloween decor pack steam item
Yesterday
- Description - Crafting costs - Tech tree
Yesterday
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
Yesterday
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
Yesterday
- 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
Yesterday
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"
Yesterday
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
Yesterday
Reduce power consumption
Yesterday
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
Yesterday
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
Yesterday
Merge from airwolf_repairable_pad 🚁
Yesterday
Manifest