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136,689 Commits over 4,474 Days - 1.27cph!

2 Months Ago
Added UnityEngine.UI.CanvasGroup component support to CUI
2 Months Ago
Remaining male heads, shadow pass/eyelashes/head shapes
2 Months Ago
edited 3p crouch idle anim
2 Months Ago
AND OR XOR flags fixes
2 Months Ago
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
2 Months Ago
Updated player corpse and temp ragdolls.
2 Months Ago
Merge from terrain_rrp_fix
2 Months Ago
Communal interior material fixes
2 Months Ago
Fix spectator mode using the wrong mounted rotation/position overrides
2 Months Ago
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
2 Months Ago
train_cinematic_improvements -> main
2 Months Ago
Bunch of commands to control locomotives with console commands
2 Months Ago
Registered entities aren't allocating a new circuit until wired Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
2 Months Ago
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)
2 Months Ago
the big sync
2 Months Ago
untangled changes from erik's prefab and changes from this AM
2 Months Ago
Male A-E seeds shadow pass/eyelashes
2 Months Ago
move the walls corridor to the grid
2 Months Ago
added collision for the corridor
2 Months Ago
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
2 Months Ago
Added image pixels per unit multiplier (so modders can modify slice scaling)
2 Months Ago
Add train control to the timeline
2 Months Ago
Added UnityEngine.UI.Mask component support to CUI
2 Months Ago
Initial test
2 Months Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
2 Months Ago
main -> game_room_dlc
2 Months Ago
Added baked config at register time Batteries are data based
2 Months Ago
Possible NRE fix
2 Months Ago
Pool table deployable
2 Months Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
2 Months Ago
merge from mortar_prototype
2 Months Ago
Fix mortar animation handles not getting disposed of properly in demos
2 Months Ago
Splitter evaluator
2 Months Ago
blockout playground models from yesterday
2 Months Ago
some visual tweaks to bench_b
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Full rebuild param handling from Jenkins end
2 Months Ago
Fixed charm picker not working when skins_access was set to 1
2 Months Ago
Merge from shot_dub_fixes
2 Months Ago
Added per axis dubbing override tracks (pan/tilt/roll)
2 Months Ago
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
2 Months Ago
Fix hole Remove with swapback for transform instance data
2 Months Ago
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
2 Months Ago
Fixed wrong item id on ballistic vest
2 Months Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
2 Months Ago
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
2 Months Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
2 Months Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
2 Months Ago
fix player_model changes stomped in merge