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124,675 Commits over 4,171 Days - 1.25cph!

6 Months Ago
merge from groundwatch_nre_fix
6 Months Ago
Fixed GroundWatch always treating non-entity colliders as invalid
6 Months Ago
merge from main
6 Months Ago
Tree compile error
6 Months Ago
merge from Easter_event_2025
6 Months Ago
Fixed eggs spawning over terrain holes
6 Months Ago
Compile errors
6 Months Ago
Convar to disable vine drawing
6 Months Ago
Route vine length through protobufs instead (much better results)
6 Months Ago
More distance calculation bugs
6 Months Ago
tweaked gib colliison to be smaller to allow gibs to collapse more easily
6 Months Ago
Fix bug causing vines to be incorrect lengths acording to distance
6 Months Ago
balanced specular boost on rustige eggs across the board
6 Months Ago
remade and rebuilt gibs for Wooden Double Doors, Armored Double Doors and Factory Door
6 Months Ago
merge from largefurnaceoptimize
6 Months Ago
merge from crossbow_arrow_fix_2
6 Months Ago
merge from premium_network_error_fix
6 Months Ago
Merge from snakes
6 Months Ago
Add water depth check to ValidatePosition when re-positioning. Allow shallow water but nothing more.
6 Months Ago
Vine ddraw debug stuff
6 Months Ago
Fix delayed triggers after repositioning.
6 Months Ago
Bunch of refactoring. Fix double strikes. Reduce reposition delay.
6 Months Ago
Setup LOD on vine line renderer
6 Months Ago
Clamp max vine length
6 Months Ago
Applied same fix to double wood door, double armored door and factory door (not working atm)
6 Months Ago
Fixed doors and garage door gibs not being skinned
6 Months Ago
Merge from hackweek_reduce_copies_2
6 Months Ago
Merge from main again
6 Months Ago
Update protobuf code generator (added back ReadUInt64 overload for array/span)
6 Months Ago
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
6 Months Ago
Merge from main
6 Months Ago
merge from io_networkcache
6 Months Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
6 Months Ago
Update wolf night eyes effect
6 Months Ago
Re-enabled network cache on RF and RC entities, not needed anymore
6 Months Ago
Enable croc eyes shining in the dark
6 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
6 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
6 Months Ago
Face towards player when re-appearing
6 Months Ago
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6 Months Ago
Merge from jungle_update
6 Months Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
6 Months Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
6 Months Ago
Fixed vine renderers not spawning on proc gen
6 Months Ago
merge from high_walls_skins
6 Months Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
6 Months Ago
Merge from jungle_update
6 Months Ago
Obscure vision overlay improvements
6 Months Ago
Merge from blowpipe
6 Months Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests