reporust_rebootcancel

153,642 Commits over 4,536 Days - 1.41cph!

Today
Icon generator window refactor Can now be run from anywhere, regardless of scene Runs a realtime viewport with moue controls for zooming, panning and rotating Added a button to match another prop renderer, copies all of the settings from one prop renderer to another Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons Open icon generator button int he inspector now opens the window, doesn't change scene Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
Today
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us Deduct scrap when purchasing animals
Today
First pass on livestock naming
Today
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Yesterday
Allow base ResourceEntity's to spawn gibs when depleted
Yesterday
Reapplied the fix for the crate spawning in cave_small_Easy, committed the scene this time, S2P cave
Yesterday
Cleanup some of the code
Yesterday
Merge from main (stomped test list)
Yesterday
Fixed an occasional NRE when running `ent` commands on entities that are dead but haven't been cleared from the client yet (eg. spamming the command on dropped items on lower server and client FPS) Mild new list cleanup
Yesterday
Merge from itemdesc_alignment_fix
Yesterday
Change item description text horizontal alignment in GameUI.Inventory from Justified to Left Fixes the characters looking stretched and inconsistent between item description strings. Justified also never applies to the last line, so only the last line would look normal Before https://files.facepunch.com/martynchapman/2026/September/09_21-26-VitalXuanhuasaurus.png After https://files.facepunch.com/martynchapman/2026/September/09_21-26-FractalSpidermonkey.png
Yesterday
Merge from headitem_overlays_fix
Yesterday
- Fix heavy plate helmet and diving mask screen overlays disappearing when downed or dead - Fix heavy plate helmet audio muffling being cancelled by the wounded mixer snapshot. Muffling now has its own lowpass stage on the In Game and Player Voices groups, so it can mix with other snapshots instead of competing for the one snapshot slot - Helmet muffling is inactive for snapshots like CCTV and Underwater as that felt correct - Remove UIPrisonerHoodOverlay, it's overriden behaviour is what the base class UIBlackoutOverlay does by default now
Yesterday
crab texture sizes
Yesterday
Cherrypick CS 163721 (the command to test crash uploads) to the newer branch
Yesterday
- Make genes impact cow selling price - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
Yesterday
- Make better tests for livestock capture, including with the new pen - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
Yesterday
merge from Cow_pattern_testing
Yesterday
add admin convar to scale density of global atmophere fog
Yesterday
Sheep traits setup
Yesterday
fix saturation difference in RRP due to incorrectly placed sharpen filter
Yesterday
added debug visualiser to fur shader
Yesterday
Added automated test to check collectable entities have a token and phrase
Yesterday
first pass at seaturtles, with ocean locomotion turtles use movement similar to sharks, with their own budgeted queue for movement processing fixed population convars for other critters removed unnecessary timers from save/load of critters
Yesterday
Fix livestock fence being ignore by navmesh
Yesterday
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
Yesterday
Move livestock convars out of ai. and into their own factory
Yesterday
Hair smears in bitangent direction instead of tangent
Rin
Yesterday
Further improved deployment
Yesterday
merge from fur_shader_improvements
Yesterday
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
Yesterday
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Yesterday
merge from BBQRadialMenu
Yesterday
merge from MetalDetector_WorldmodelBulb
Yesterday
merge from LightHouseReverbFix
Yesterday
Fixed bbq radial menu referring to Campfire
Yesterday
merge from 3p_weapon_double_sounds_fix
Yesterday
merge from 2026_worldmodels
Yesterday
Increase padding on livestock UI
Yesterday
merge from wooden_loot_crate_gib_fix
Yesterday
merge from hqm_collectable_scale
Yesterday
merge from arrow_breaking_fix
Yesterday
merge from holsteredwep_chest_armour_fix
Yesterday
Fix for playing 3p sounds x2 on weapons - applied glass ak specifc sounds to 3p weapon instead of base ak - removed reload anim events in lr300 space, added correct space deploy sounds
Yesterday
- Stop carpet feet clipping - Move title down a bit - Reduce no color picker spacing - Stop colour swatch's being squashed - Stop colour swatches having thick borders - Fix edit system not working
Yesterday
FIrst pass on the gene system, clean up the UI (right now I show everything in the UI, but we have convars to hide genes / recessive genes / age / trust etc which I want to explore)
Yesterday
- Make it so that we can run the livestock balance setup at 32x speed instead of only 2x, required a few logic changes like carryovers, but end results now match normal speed - Fix time progressing between tests, causing some tests to suddenly run at night
Yesterday
enable mipmapping on tiger textures
Yesterday
Update: make store page fallback to assets from UI bundle if failed to load textures from backend - item tile now only initializes once it's shown (as was intended this entire time) - fixed duplicating OnImageLoaded callbacks - reactive cover image if httpImage failed Tests: navigated through store - right images are in place, but wrong layout. need to figure out how to unify it all
Yesterday
Squirrel new animation set