reporust_rebootcancel

157,676 Commits over 4,566 Days - 1.44cph!

Today
Rework how we dump server tutorial needed paths Updated list
Rin
Today
Update crafting recipe to match bone armour Swap egg vision to candy vision
Today
Merge from arrow_pivot_fix
Today
Fixed arrow pivot positions causing them to appear behind the players head when firing
Today
Fixed vm hands not rendering in the workshop scene (and associated error)
Rin
Today
merge from GraveyardFenceFix
Rin
Today
merge from ScareCrowDungeonSpawnFix
Rin
Today
merge from RadiationDungeonFix
Rin
Today
cherrypick 168487
Rin
Today
Today
Resave tutorial island scene
Today
Fixed powergrid, steam auth issues Reduce pool sizes on server Disable server save/loading Consolidate all the command line switches Bypass steam auth if a local server (we already gate it so only local ip's can connect)
Today
Merge from main
Today
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Today
merge from /main/cannon_firing_fixes
Today
update from main
Today
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Today
merge from ambientlightlod_pooling_fix
Today
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
Today
Fixed crazy formatting in debug.cs
Today
Added debug.printlights command
Today
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in Standing near a big base with 994 far ambient lights lit (editor): - LightBinningAndShadowPass 1.2ms -> 0.5ms - FindActiveLights 0.28ms -> 0.07ms
Today
Merge from duck_jump_collision_check
Today
Unsaved
Today
Use forcedDuckDelta instead, we odn't need a raycast
Today
merge from Halloween_2026_update
Today
Merge from duck_jump_collision_check
Today
Don't allow the player to jump while crouched if there is a solid object directly above them 0 radius raycast so this should still be possible around the edges of objects Prevents the player head briefly sticking through the floor when jumping while crouching under objects and getting explosion splash damage
Today
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Today
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Today
Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
Today
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Today
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Today
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Today
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Today
Cursed Cauldron fixes: - removed unused mesh collider with missing mesh from root - fixed prevent building collider being on the incorrect layer, fixing by proxy physic impacts
Today
Fixed parachute reusing a field with the same name (lastPosition) as a parent Fixes a build error
Today
Add missing analytics for apartments - evictions - apartment value at the time of break-ins (expose raw value from method)
Today
Fix frankenstein pet ignoring shields
Today
Always use brackets after "if" or "for", remove usless comments
Today
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
Today
merge from main
Today
Merge from prefab_hierarchy_flatten
Today
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
Today
Reserialize TC loot panel prefab first so we can have a clean diff
Today
- try catch the upload so we can remove it from the queue if it fails - fix static fields not resetting in editor
Today
Merge from main
Today
merge from corpse_lootable_fix
Today
Formatting
Today
Fix npc corpses being unlootable after a server restart