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131,942 Commits over 4,262 Days - 1.29cph!

21 Minutes Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
24 Minutes Ago
Readd new scientists to oilrigs
56 Minutes Ago
Added mannequin skinset to player model
1 Hour Ago
Fix leg animator causing the player model to clip through the camera in first person mode.
2 Hours Ago
Mannequin repose - not working yet
2 Hours Ago
Fix `-nosteam` no longer working in editor. (Preferences -> Facepunch -> Disable platform services editor pref)
3 Hours Ago
- removed offset transforms in prefab (in preparation for new anims to be exported at the origin) - re-introduced 0.7 scaling (not able to set to 1 due to issues with scope attachments)
5 Hours Ago
set lod distances further to 5% on balloon clumps
Today
Replace ServerUpdateBots with a PersistentObjectWorkQueue In a test of 500 bots on the server (about baseline on an empty server) this was taking 0.25ms because it looped over every entity, every frame. The internal logic is time gated so it would only actually check/modify 5-15 each frame WorkQueue is budgeted at 0.05ms and goes through as many as possible in a frame within that window As this might result in some bot colliders temporarily being the wrong size for a frame or two I've added manual forced collider size updates when a player state changes that we are otherwise checking in the update process (mounting/dismounting/wounding/crawling) to minimise any delays
Today
Merge from naval_update
Today
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
Today
Vertex colours visual for edit mode
Today
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
Today
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client Should save 0.1ms a frame
Today
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
Today
Remove wrong assertion
Today
Remove wrong assertion
Today
Merge from main Only conflict is cake.entity, auto resolved
Today
Fixed settings slider jittering when dragged
Today
Fixed settings resetting convars set above the max value
Yesterday
merge from cardgames_atlas
Yesterday
Compressed and atlased card games UI sprites, should save around 100mb ram
3 Days Ago
Frankenstein_monster_03 torso/legs/head repose
3 Days Ago
3 Days Ago
merge from console_autocompletion_contains
3 Days Ago
Sort StartsWith console autocompletion before Contains
3 Days Ago
merge from main
3 Days Ago
Dracula fixes and Scarecrow repose
3 Days Ago
Remove repeated allocations from getting missions from the mission manifest
3 Days Ago
merge from birthday2025 -> main
3 Days Ago
cherrypick from 139471
3 Days Ago
exported latest vm paintabll anims and linked up camera in prefab
3 Days Ago
Added new sounds for the butcher knife
3 Days Ago
merge from boat_wall_trigger_improvements
3 Days Ago
merge from ramp_plank_parenting_fix
3 Days Ago
merge from kinematic_shoredrift_fix
3 Days Ago
merge from trigger_parent_nre_fix
3 Days Ago
Adding gesture anims for player update
3 Days Ago
Merge from editor_shader
3 Days Ago
Paintball Gun - Worldmodel, LODs and rebaked materials
3 Days Ago
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
3 Days Ago
Set edit flag on ice material when opening/closing edit mode
3 Days Ago
Ice sculpture shader changes for edit mode
3 Days Ago
Added new sounds for the 50cal movements
3 Days Ago
Merge from naval_update
3 Days Ago
Dont send aim dir at first - not needed
3 Days Ago
reduce_balistagun_aim_packets -> main
3 Days Ago
reduce_ballistagun_aim_packet -> main
3 Days Ago
Restore server tick (no networking overhead)
3 Days Ago
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.