reporust_rebootcancel

139,647 Commits over 4,505 Days - 1.29cph!

Today
reset locations of gibbable stages
main -> character_customisation
Today
Merge from hackweek_random_skin_crafting
Today
New random icon. Swap material for icon. Cache some stuff.
Today
tuna and bean cans now drop open empty cans when eaten instead of unopened versions empty version are lower in triangle count for LOD0 than the previous world models https://files.facepunch.com/pilgrim/2026/August/25_10-09-GullibleBangeltiger.mp4
Today
Fix Assets/Scripts depending on the test framework, which could potentially break builds that exclude tests
Today
re exporting assets
Today
Merge from render_pipeline_testing
Today
Updated Deferred+ to be compatible with SSS
Today
Move SSAO (and motion vector) passes to before transparent
Today
Merge from main
Today
merge from main
Today
heavy fuse now has a world model updated .item to properly reference it instead of using the burlap sack
Today
Fix ambient light flickering
Today
Merge from launchsiren
Today
Fix the siren off state visibility
Today
Semi automatic pistol: - More damage falloff at range - HQM craft cost 4 -> 6
Today
Merge from main
Today
Fix depth assignment in terrain prepass
Today
merge from main
Rin
Today
S2P swamps a,b,c
Today
Hooked up sale info in-game UI
Today
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
Today
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
Today
Merge from main
Today
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Yesterday
Merge from main
Yesterday
Merge from monument_blockers_fixes
Yesterday
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
Yesterday
Compile fix (don't use editor only function)
Yesterday
Run batch alpha fitter
Yesterday
Add some padding to terrain depth prepass distance
Yesterday
Added "Keep on target" text to homing launcher UI - Reduced the lock on timer by 30% https://files.facepunch.com/el-hog/2026/August/25_09-32-WorthlessDanishswedishfarmdog.mp4
Yesterday
AlphaBatchFitter improvements and alphamap toggle convar that switches between terrain material feature
Yesterday
Fix merge issues
Yesterday
Group upkeep modifier now takes into account any unique players authed on a code lock If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs Runs through the same 24h window as TC auth Can be disabled via decay.upkeep_group_count_locks Added tests to verify behaviour
Yesterday
Merge from main
Yesterday
Merge from modular_car_handling_improvements
Yesterday
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
Yesterday
Merge from main
Yesterday
Hunters and fish pie 2 > 1 mushroom
Yesterday
dead log resource gib meshes and setup isn't currently supported as nothing in the resource family gibs
Yesterday
Small oilrig converted
Yesterday
WIP Oil rigs no longer despawn all crates when the server restarts, large rig converted, small rig to go - Reworked the reset setup, attached a generator to the main reset so it can be saved, removed the smaller puzzleresets for each of the rooms - Puzzle now force-resets on server restart, unless there's players nearby - this also fixes getting killed while sleeping if you happened to be near any puzzle when the server goes down - Crates get saved so if you were in the middle of hacking the locked crate, it just continues after restart - Various other stuff to allow the puzzlereset to correctly find its reset entities and reset objects again afterwards - Puzzle itself saveloads references to spawned crates so it doesn't spawn duplicates on the next reset - ScientistBoatOilrigManager is no longer an entity (not needed) - Slight refactor, lots more cleanup to be done
Yesterday
merge from main -> Hackweek_CompostUI
Yesterday
merge from main
Yesterday
merge from Squirrel_test -> critter_animals
Yesterday
merge from cui_updates
Yesterday
Fixed potential NRE in FadeCanvasGroup
Yesterday
merge from main