reporust_rebootcancel

157,716 Commits over 4,566 Days - 1.44cph!

Yesterday
Resave tutorial island scene
Yesterday
Fixed powergrid, steam auth issues Reduce pool sizes on server Disable server save/loading Consolidate all the command line switches Bypass steam auth if a local server (we already gate it so only local ip's can connect)
Yesterday
Merge from main
Yesterday
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Yesterday
merge from /main/cannon_firing_fixes
Yesterday
update from main
Yesterday
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Yesterday
merge from ambientlightlod_pooling_fix
Yesterday
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
Yesterday
Fixed crazy formatting in debug.cs
Yesterday
Added debug.printlights command
Yesterday
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in Standing near a big base with 994 far ambient lights lit (editor): - LightBinningAndShadowPass 1.2ms -> 0.5ms - FindActiveLights 0.28ms -> 0.07ms
Yesterday
Merge from duck_jump_collision_check
Yesterday
Unsaved
Yesterday
Use forcedDuckDelta instead, we odn't need a raycast
Yesterday
merge from Halloween_2026_update
Yesterday
Merge from duck_jump_collision_check
Yesterday
Don't allow the player to jump while crouched if there is a solid object directly above them 0 radius raycast so this should still be possible around the edges of objects Prevents the player head briefly sticking through the floor when jumping while crouching under objects and getting explosion splash damage
Yesterday
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Yesterday
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Yesterday
Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
Cursed Cauldron fixes: - removed unused mesh collider with missing mesh from root - fixed prevent building collider being on the incorrect layer, fixing by proxy physic impacts
Yesterday
Fixed parachute reusing a field with the same name (lastPosition) as a parent Fixes a build error
Yesterday
Add missing analytics for apartments - evictions - apartment value at the time of break-ins (expose raw value from method)
Yesterday
Fix frankenstein pet ignoring shields
Yesterday
Always use brackets after "if" or "for", remove usless comments
Yesterday
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
Yesterday
merge from main
Yesterday
Merge from prefab_hierarchy_flatten
Yesterday
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
Yesterday
Reserialize TC loot panel prefab first so we can have a clean diff
Yesterday
- try catch the upload so we can remove it from the queue if it fails - fix static fields not resetting in editor
Yesterday
Merge from main
Yesterday
merge from corpse_lootable_fix
Yesterday
Formatting
Yesterday
Fix npc corpses being unlootable after a server restart
Yesterday
merge from main
Yesterday
Alien costume protection changed to bone armour Occupation slots match bone armour
Yesterday
Add "GetByCrc()" method to FileStorage so we can find files solely by their CRC Fix the cache not having the EntityID being updated when using ReassignEntityId() - will fold these into the FileStorage refactor when it lands
Yesterday
Fixed scarecrows sometimes not spawning in one of the halloween dungeon corridors
Yesterday
Also flatten entities nested within prefabs for consistency
Yesterday
merge from ddraw_parent_fix
Yesterday
Don't attempt to clear parents if the client has no active parented ddraws
Yesterday
Fixed radiation starting immediately upon entering the halloween and xmas dungeons
Yesterday
Codegen
Yesterday
Update the UGC uploader to reference FileStorage too instead of buffering in memory - references CRC, won't upload if the image has been deleted / modified since - add debouncing so it won't upload images from a sign until a small delay (example: autosave sends image every 30s)