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137,831 Commits over 4,352 Days - 1.32cph!

Yesterday
Fix player seed with broken eyes
2 Days Ago
jungle rock offset fix
2 Days Ago
binoculars offset fix
2 Days Ago
fixed medieval/abyss/jungle ak holster and backpack positions
2 Days Ago
Fixed 3p flashbang player offset
2 Days Ago
a lot more weapons charm setup
2 Days Ago
fixed 3p skull player offset
3 Days Ago
merge from path_preview
3 Days Ago
Fix "Unlocked" button appearing clickable
3 Days Ago
fix missing shader referene
3 Days Ago
Clean up and format the whole file a bit, it was a mess No functional changes
3 Days Ago
Set up small hunting trophy with updated rig (still not working though)
3 Days Ago
easier deployment on sloped river banks, improve river checking
3 Days Ago
Office light file tweaks & setup.
3 Days Ago
fixed 3p cake offset
3 Days Ago
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3 Days Ago
Optim: FPTask.Run is now 0 allocs Using reflection, manually invoke internals while sneaking in our cached callback Tests: ran unit test
3 Days Ago
3 Days Ago
Merge from improved_network_groups/variable_cell_size
3 Days Ago
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3 Days Ago
Work scene backup
3 Days Ago
3 Days Ago
exported edited batteringram, generic and minicopter 3p anims and updated mincopter/scrapheli/attack heli hand/foot ik targets in their entities/prefab
3 Days Ago
added an alt version of the big button so they can be coloured.
3 Days Ago
easter wip wallpaper textures, icons
3 Days Ago
Wood tilable texture update
3 Days Ago
Kitchen Modular Kit updates
3 Days Ago
Add support for different entity ranges per entity Internally the overworld now has three overlapping network group grids with different cell sizes Players subscribe to all layers with different radii Entities can be configured with a preference for which network layer to place them on
3 Days Ago
Icons are now processed through the backend instead of through the editor
3 Days Ago
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3 Days Ago
Merge from hab_altimeter
3 Days Ago
Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes
3 Days Ago
ao resize
3 Days Ago
Update: add UniTask for evaluation In simle case only has 1 alloc that's not pooled, same as FPTask - will try to solve it locally first Tests: ran unit test
3 Days Ago
FIx isStopped incorrectly clearing path, path is cleared on disable instead
3 Days Ago
Merge from hab_altimeter
3 Days Ago
Hooked up needle LODS to calc. Invert calc and change axis to work with art.
3 Days Ago
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
3 Days Ago
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
3 Days Ago
Merge from main
3 Days Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
3 Days Ago
Fix set path earlying out incorrectly when called from SetDestination
3 Days Ago
Use cleaner getter for agent
3 Days Ago
Fix path follower ticking twice per frame in editor
3 Days Ago
hab altimeter worldmodel lods, materials and textures
3 Days Ago
edited motor/pedal bikes ik hand/feet positions
3 Days Ago
Update: basic FPTask + dumb single task scheduler This gives us 1 alloc/40bytes per task baseline, but with a bit of hacking I think can bring it to 0 Tests: ran unit test
3 Days Ago
set up salvaged axe skinnable and tested on workshop
3 Days Ago
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