reporust_rebootcancel

157,804 Commits over 4,566 Days - 1.44cph!

29 Days Ago
Fixed boomerang waiting to catch animation still using old player model animation Once removed old boomerange animations were no longer referenced, removed them
29 Days Ago
Merge from main
29 Days Ago
Double baseline dung production speed of cow and sheep (was every 40m, now 20m) Fixed a long standing dung production bug on horses that was inadvertedly increasing their dung production x10 Adjusted horse dung produced per calorie to 0.2, was 0.1 A well fed horse should now produce ~48 dung/day (was 240) A well fed livestock animal should now produce ~72 dung/day (before any gene increase/decrease)
29 Days Ago
Add additional tests
29 Days Ago
Merge from deep_sea_teleport_fix
29 Days Ago
Possible fix for players being left behind when a boat they are on transfers to/from the deep sea and they were standing too close to a wall Also add null checks when spawning the deep sea so we can spawn a quick, empty deep sea in the editor
29 Days Ago
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29 Days Ago
Fix individual edits causing more faces to be marked dirty than needed
29 Days Ago
Animals are now dismounted when the vehicle they are on rolls or ends up submerged
29 Days Ago
Updated sales charts for livestock selling Can now receive random reward that could include Turret, HQM, LGF, Semi rifle, Scrap, Saddles, Rope, Blue cards, Tarps, CCTV, Targeting computer and frags Updated wool chart to match for now, will likely need a further revision
29 Days Ago
Cows now harvest for 30 cloth, 100 leather, 100 bones, 20 beef, 40 fat Sheep now harvest for 10 cloth, 20 leather, 50 bones, 12 mutton, 20 fat + whatever wool they had on them at the time of death
29 Days Ago
Hooked up new animal icons Set all animal avatars to 1024, was 2056
29 Days Ago
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29 Days Ago
Item icons for milk drink interaction
29 Days Ago
anim updates
29 Days Ago
Open/close sounds
29 Days Ago
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
29 Days Ago
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
29 Days Ago
Apply the item position on the Loadout UI icon slots if applicable https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png
29 Days Ago
Fix the deployment being the wrong way around
29 Days Ago
Add blinking 'processing' and 'blocked' text on the info display
29 Days Ago
Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
29 Days Ago
Exclude high walls from room occlusion (since they are always considered outside structures)
29 Days Ago
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
29 Days Ago
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
29 Days Ago
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
29 Days Ago
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
29 Days Ago
Post merge fixes
29 Days Ago
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
29 Days Ago
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29 Days Ago
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29 Days Ago
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
29 Days Ago
merge from procgen_visualiser
29 Days Ago
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29 Days Ago
merge from main
29 Days Ago
Merge from critter_animals
29 Days Ago
Indicator + light notify LOD
29 Days Ago
Merge from animal_fence_sound_polish
29 Days Ago
First pass on jellyfish swarms
29 Days Ago
Animal fencing audio polish and added new ui sounds
29 Days Ago
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
29 Days Ago
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
29 Days Ago
Pipe/wire pass for random room i (small)
29 Days Ago
Tech tree fixes
29 Days Ago
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
29 Days Ago
Halloween Wallpapers - texture update
29 Days Ago
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29 Days Ago
updated skins list