reporust_rebootcancel

143,086 Commits over 4,413 Days - 1.35cph!

Yesterday
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
Yesterday
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Yesterday
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Yesterday
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
Yesterday
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
Yesterday
Remove dodgy null check
Yesterday
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
Yesterday
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Yesterday
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
Yesterday
Fix list clear NRE
Yesterday
Stop groundwatch killing the table as well
Yesterday
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
Yesterday
- Allow player to play against themselves - Temp patch for viewmodel issues
Yesterday
IOCircuitSystem indentation fix
Yesterday
Disable deatching children on the modding monument build block prefabs
Yesterday
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
Yesterday
Merge from main
Yesterday
initial setup on auto turret workshop skinnable
Yesterday
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Yesterday
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2 Days Ago
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
2 Days Ago
Ceiling gold stars rotated textures to match placement guide
2 Days Ago
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
2 Days Ago
added missing scripts for placement guide
2 Days Ago
Item Compacter item setup. mini deployable recycler for your base with very low output, for dumping crap you dont want instead of throwing it on the floor. Will give back very low amounts of wood, frags etc.
2 Days Ago
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3 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
3 Days Ago
Reduced the amount of TryGetComponentRecord calls
3 Days Ago
Extended smoke signals max height, making them visible from further away Added support for the cargo plane to drop different supply drops
3 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
3 Days Ago
Removed duplicate line
3 Days Ago
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
3 Days Ago
Add comments
3 Days Ago
Fix texture analyzer incorrectly flagging assets as having compression disabled that are NPOT + mipmaps that are part of texture atlases
3 Days Ago
Small tweak
3 Days Ago
Fix primitive servers logging an error when trying to spawn sharks in divesites since the divesite prefabs use empty prefabs to control shark spawn chances
Rin
3 Days Ago
Finer scale Flip degree min/max https://files.facepunch.com/Rin/2026/05/hsxOAUTTY4.png
Rin
3 Days Ago
Tool crate loot pool. Double spawn Lake only spawns https://files.facepunch.com/Rin/2026/05/Unity_qRVXOzMqS6.mp4
3 Days Ago
Fixed incomplete &/or cancelled map downloads writing empty maps to disk, causing reconnecting to break Download the map as a temporary file in the same folder then rename it once complete Additional cleanup on map download failure / cancellation Before: https://files.facepunch.com/raul/1b1611b1/16_16-43-LateGallinule.mp4 After: https://files.facepunch.com/raul/1b1611b1/16_16-52-SwelteringDunnart.mp4
3 Days Ago
fix missing shader parameter used by post process effects
3 Days Ago
No allocations when running the flood fill when rebuilding circuits
3 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
3 Days Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
4 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
4 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
4 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
4 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
4 Days Ago
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
4 Days Ago
FPV drone UI WIP & related files.
4 Days Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick