reporust_rebootcancel

155,440 Commits over 4,536 Days - 1.43cph!

Today
Lighting & FX polish. Hooked up logic to the non-emissive texture entities. Fixed all the display sprites being uncompressed. The display is an 80s'esque liquid crystal display like the texture implies. Asset not relying on emissive textures only anymore (bad for the arm etc)
Today
Ensure background thread errors get sent to sentry - we fixed them being silently dropped last month, this month we collect them
Today
Fixed netgraph being scaled and shifted offscreen https://files.facepunch.com/raul/2026/September/29_01-00-FavorableSheldrake.jpg
Today
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Today
Prevent teammates from using the break-in option to break into their teammate's room
Today
merge from render_pipeline_testing (water fixes)
Today
Fix teammates not being able to let themselves out of doors when inside them - caused by apartment rooms losing their reference to the front door after the restart - while the owner could still go in and out, the "anyone can let themselves out" wouldn't work - would only happen if the server restarted after you purchased a room
Today
fix stutter in underwater color grading transition
Today
update to pillbox collision more detailed collsiion for sandbag barricade - but it still defaults to convex
Today
keep rendering water in underwater labs since the moonpool is there
Today
merge from critter_animals
Today
add transition from startle->flee state for when critters get hurt while they are currently startled
Today
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Today
merge from fix_elevator_snapshot_nre -> main
Today
Fix destroyed elevator floor causing NRE in ElevatorStatic.Save()
Moved radtown loot crate even further away from the window to prevent cheating
Moved loot crate in trainyard powergrid loot room and blocked off windows and railings with plywood and collider blockers
Today
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Today
merge from fix_crash_uploader_release -> main
Today
Fix crashes from previous updates being uploaded despite not having the sentry tags written - don't upload old crashes (if we made it past bootstrap but didn't write a crash marker) - still upload crashes that never made it to bootstrap (since this is before crash marker could be written) - tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early - if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)
Today
fix mortar desync when reconnecting/entering network range
Harbor 1 reenabled HLOD
Boarded up gaps that you could shoot through into the loot room in Harbor 1
Boarded up all windows that allowed for looking into and shooting into the loot room in Harbor 2
Today
sheep sound volume tweaks
Today
switch biofuel generator sound classes so its active loops are occluded
Today
remake model renaming
Today
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
Today
updates to 3p setup following merge from main Removed the SprintController from the entity - with the hold type gone its guard never passes, sprint pose stayed at 1 on the right arm and hid everything the anim subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed the subsystem's AimingParameter at it.
Today
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Today
Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs - fixed errors found in our code - release bin from 9bf2cc09 This causes recycling back to wrong pool(List) once protobuf is done with the object Tests: unit tests + editor compiles
Today
2 more attributes
Today
Today
Fix attempting to transfer water sources between rooms (sinks)
Today
remove dolly preview
Today
Moved things into standalone prefabs.
Today
add step height to crabs so they dont glitch up cliffs and things add another batched raycast to the crabs for obstacle avoidance so they dont glitch into walls add crabs/jellyfish swarm scripts to budgeted queue fix crabs glitchy leg speeds (i think) replace jellyfish water checks with a batched version
Today
Halloween Wallpapers - texture update
If fake steam ids are off when using the multiplayer unity editor display a popup telling us that it needs to be enabled
merge from Plague_Hazmat
Today
- re-added settings for viewmodel prefab
Today
Stripping viewmodel arms from v rig export
Today
merge from sv_console_terminal_fix
Today
Make livestock match the player speed when being led, avoid annoying lead breaks / having to wait for them all the time
Today
Fix floating animals, improve idle performance
Yesterday
Sheepwool settings adjusted to minimise LOD popping. and changed sheepfur lod shader type and settings to help minimise LOD popping
Yesterday
Reduced the number of shadow map samples during the blocker search and added an early out for fragments with no blockers to avoid the PCF loop
Yesterday
Added destroy sounds to sandbag barricades
Yesterday
merge from main
Yesterday
merge from biofuel branch with stirring idle anim update