reporust_rebootcancel

153,498 Commits over 4,536 Days - 1.41cph!

Today
merge from main -> sentry_upload
Today
First pass on npc's selling baby animals to the player
Today
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
Today
LeadingPlayer is now a Synced field Compile simulator now passes
Today
Fixed most compile errors, still one issue
Today
Merge from lod_preview
Today
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
Today
Added sandbag pillbox barricade and deployable item - pillbox model, LODs and collision with separate wood and sandbag phys materials - reused adams setup for crafting and repair - Added icon to match other variants - gibs - updated manifest
Today
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Today
Biofuel Generator: manifest and engine.json for the new entity
Today
merge from cookingworkbench_stopping_fix
Today
merge from smart_alarm_deployment_fix
Today
Improve smart alarm deployment, can now be placed on top of more other deployables Fixed oversized bounds, removed unnecessary deploy volume, assigned physics material https://files.facepunch.com/cipeax/2026/September/08_19-57-OrangeSableantelope.jpg
Today
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Today
Possible fix for an issue with cooking workbenches in the snow stopping to cook shortly after inserting refrigerated items and quickly starting the cooking process Transfer over the Refrigerated flag when splitting items, the spoiling work queue will still update it on the next tick anyway, but its a better initial state and fixes item stacks split off briefly becoming un-refrigerated before being updated, dirtying the inventory and stopping cooking
Today
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
Yesterday
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls Tests: most of store UI is now missing images (as there's no backend content)
Yesterday
merge from server_occlusion_wait_and_integrate_pairs
Yesterday
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
Yesterday
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
Yesterday
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
Yesterday
- Help window - Increased size of the creator window - Minor icon size polish
Yesterday
merge from main
Yesterday
exported latest nailgun refresh vm anims
Yesterday
Merge from livestock_nav_optis (linux and mac dll not built yet)
Yesterday
Added pattern tester script Some material updates
Yesterday
Cleanup filenames from 1.2 / 3.4 to half / three quarter
Yesterday
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass
Yesterday
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
Yesterday
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
Yesterday
Re-render all sandbag deployables for consistent appearance.
Yesterday
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
Yesterday
Setup icon rendering. Render icons for new sandbags.
Yesterday
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
Yesterday
Adding squirrel rig
Yesterday
Merge from main
Yesterday
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
Yesterday
New sandbag variations unlock with original / BP button fix.
Yesterday
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
Yesterday
separate critter FSM to different budgeted work queue, with lower frametime
Yesterday
More work on random room C - plus wire/pipe pass
Yesterday
Missed file
Yesterday
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
Yesterday
merging 3p arrows not hiding fix
Yesterday
merge from main
Yesterday
Unfucking ifdefs
Yesterday
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
Yesterday
Made ferry terminal loot room functional with power grid
Yesterday
More setup
Yesterday
Enabled graphics jobs on Mac Switched graphics jobs to Split