reporust_rebootcancel

157,826 Commits over 4,566 Days - 1.44cph!

29 Days Ago
Merge from render_pipeline_testing
29 Days Ago
Fixed the issue where the max shadow lights cap wouldn't match between BRP and RRP
29 Days Ago
Reapplied NMS loot room after file conflicts
29 Days Ago
Adding crouch turn animations
29 Days Ago
Merge from powerlevel_loot_rooms
29 Days Ago
Merge: from ui_store_slim_ram - Update: store assets are taken from the backend - Optim: store assets are loaded and unloaded dynamically Tests: navigated through various store pages with various debug overrides
29 Days Ago
Couple more texture res reductions (floating city sign decals / ziggurat related ones)
29 Days Ago
Texture optimisations to some apartment textures (reducing size) and floating walkway LOD textures
29 Days Ago
Committing WIP work on Small Random Room J for branch switching
29 Days Ago
merge from main
29 Days Ago
update to barricade sandbags now use continuious lods so skins persist down the chain. Was previously using a baked version.
29 Days Ago
Changed base ladder hatches to have more metal and less rust
29 Days Ago
update milk icon to face the other way so item quanity isn't covered
29 Days Ago
Merge from main
29 Days Ago
Merge: from main
Rin
29 Days Ago
merge from airwolf_repairable_pad
Rin
29 Days Ago
Helipad repair now requires 30,000 wood 10,000 metal fragments 100 rope Added AIRWOLF cctv S2P
29 Days Ago
Added analytic hook locations TODOs
29 Days Ago
Merge from legacy_anim_deletes_oct_2026
29 Days Ago
Removed 75 animation files and overrides, around 47mb worth Mostly legacy hold types
29 Days Ago
Cleaned orphaned data in player animation controller Updated cleanup tool to also clean out orphaned references in override controllers
29 Days Ago
Added new tool Tools/Animation/Remove Orphaned Sub Assets Finds orphaned assets on animation controllers that Unity apparently just keeps around after you delete things? Could also have been caused by bad merges Cleaned out Scientist2.anim, RidableHorse, v_mini_crossbow.anim, snowballgun.anim, v_food_pies.anim
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