reporust_rebootcancel

156,715 Commits over 4,566 Days - 1.43cph!

Yesterday
- Skip the bounds check for blocks that aren't older than the current best block - Visit the cell you're standing in first Skips a lot of work when standing in the core or middle of a base
Yesterday
On livestock, stop using syncvars for things that should not be broadcasted to all clients, instead use protobuf
Yesterday
Created a coconut lootspawn and additional prefab. Added to palm_tree_tropical_small_b for testing
Yesterday
Attempt at global building privilege cache, using a simple grid holding all the building blocks + a collider test on the winning block, because triangles and roofs have bounds larger than their colliders Thats enough to remove the Vis Entities call and keep the same precision. Works on the client and the server In a big base, 575 blocks around me: 4.60ms -> ~0.50ms
Rin
Yesterday
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Yesterday
Fix livestock not using trough when any grass is present, after current overgrazing rework Now eat less food the more grass there is in the pen, but still eats food, and grass only is less filling
Yesterday
Fix test attribute
Yesterday
Enabled dropAtExactPosition on the beehive.natural Apples have a 15% chance to spawn on oak_d and oak_f (we want apple trees to be rare)
Yesterday
Added a way for apples to spawn in the exact location their loot container is on the trees. Before: https://files.facepunch.com/lukester/2026/October/10_18-53-GlassGallowaycow.mp4 Now: https://files.facepunch.com/lukester/2026/October/10_18-48-TimelyBaboon.mp4
Yesterday
Tests
Yesterday
Codegen
Yesterday
Add global const for "entity_links" version so we can invalidate all entity links when needed
Yesterday
Cache entity links across server restarts - if a prefab's sockets change since it was saved it will relink sockets - works for copy paste (so we can see how things were linked on a remote server)
Yesterday
fix laserbeam jobs using stale materials
2 Days Ago
Added alien costume to the skin viewer
2 Days Ago
merge from main
2 Days Ago
merge from Halloween2026DLC
2 Days Ago
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Rin
2 Days Ago
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2 Days Ago
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Rin
2 Days Ago
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3 Days Ago
Merge from npc_phone_conversations
3 Days Ago
Add test conversation hidden behind admin convar to demo phone conversations S2P fishing villages
3 Days Ago
Stop sending some conversation state info with every speech node when we don't need to Add missing conversation to conversation manifest
3 Days Ago
scrap king - texture updates
3 Days Ago
scrap king - collider update
3 Days Ago
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3 Days Ago
Don't send string keys to format to client unless the current speech node contains that key
3 Days Ago
Uzi FX & related files.
3 Days Ago
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3 Days Ago
Merge fixes
3 Days Ago
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3 Days Ago
Changed default render scale upscale mode to Catmull-Rom because it looks best Changed render scale upscale mode convar name from upscaleMode to renderScaleSampling
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
Remove client conversations having a reference to the NPC entity they are talking to. Allows phone conversations across the map without having to temporarily spawn in the NPC entity clientside
3 Days Ago
Merge from grid_optimizations
3 Days Ago
Merge from render_pipeline_testing
3 Days Ago
Merge from native_render_passes
3 Days Ago
Breakroom progress
3 Days Ago
Fixed issue with merge coming from the PostOpaqueDepthRendererFeature
3 Days Ago
Merge from livestock_animals, livestock reword (removing old age, simpler owner etc)
3 Days Ago
Merge from main
3 Days Ago
Merge from render_pipeline_testing
3 Days Ago
Building privilege debug draw convar
3 Days Ago
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3 Days Ago
- Add better debug drawing commands to test cows pens and diagnostic problems with them not eating / reproducing etc, that work on client - Limit herd size to 5, and increase herd detection distance to 40m
3 Days Ago
Grid optimizations * Replace Stopwatch.Elapsed.TotalMilliseconds usages with a wrapper around Stopwatch.GetTimestamp() * LODGrid and WorldGrid more accurately track which cells to refresh based on camera movement * RendererGrid now tracks dirty cells instead of polling all for changes
3 Days Ago
Merge from occlusion_culling
3 Days Ago
Consider disoccluded objects visible on non-DX11 to counteract the increased latency from AsyncGPUReadback