reporust_rebootcancel

155,497 Commits over 4,536 Days - 1.43cph!

Yesterday
- Run client animations in invoke repeating - Only run stirring animations when actually stirring - Run server updates in invoke randomised rather than invoke repeating
Yesterday
Add additional rate limiting to background errors - I expect these can be spammy, so limit to 2 errors per minute - controlled by manifest so it can be increased if we want
Yesterday
much more accurate collision meshes for sandbag barricades https://files.facepunch.com/pilgrim/2026/September/29_00-31-PassionatePrayingmantis.mp4
Yesterday
merge from render_pipeline_testing
Yesterday
compile fix
Yesterday
Yesterday
Emission fresnel tweak.
Yesterday
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)
Yesterday
Ensure background thread errors get sent to sentry - we fixed them being silently dropped last month, this month we collect them
Yesterday
Fixed netgraph being scaled and shifted offscreen https://files.facepunch.com/raul/2026/September/29_01-00-FavorableSheldrake.jpg
Yesterday
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Yesterday
Prevent teammates from using the break-in option to break into their teammate's room
Yesterday
merge from render_pipeline_testing (water fixes)
Yesterday
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
Yesterday
fix stutter in underwater color grading transition
Yesterday
update to pillbox collision more detailed collsiion for sandbag barricade - but it still defaults to convex
Yesterday
keep rendering water in underwater labs since the moonpool is there
Yesterday
merge from critter_animals
Yesterday
add transition from startle->flee state for when critters get hurt while they are currently startled
Yesterday
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Yesterday
merge from fix_elevator_snapshot_nre -> main
Yesterday
Fix destroyed elevator floor causing NRE in ElevatorStatic.Save()
Yesterday
Moved radtown loot crate even further away from the window to prevent cheating
Yesterday
Moved loot crate in trainyard powergrid loot room and blocked off windows and railings with plywood and collider blockers
Yesterday
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Yesterday
merge from fix_crash_uploader_release -> main
Yesterday
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)
Yesterday
fix mortar desync when reconnecting/entering network range
Yesterday
Harbor 1 reenabled HLOD
Yesterday
Boarded up gaps that you could shoot through into the loot room in Harbor 1
Yesterday
Boarded up all windows that allowed for looking into and shooting into the loot room in Harbor 2
Yesterday
sheep sound volume tweaks
Yesterday
switch biofuel generator sound classes so its active loops are occluded
Yesterday
remake model renaming
Yesterday
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
Yesterday
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.
Yesterday
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Yesterday
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
Yesterday
2 more attributes
Yesterday
Yesterday
Fix attempting to transfer water sources between rooms (sinks)
Yesterday
remove dolly preview
Yesterday
Moved things into standalone prefabs.
Yesterday
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
Yesterday
Halloween Wallpapers - texture update
Yesterday
If fake steam ids are off when using the multiplayer unity editor display a popup telling us that it needs to be enabled
Yesterday
merge from Plague_Hazmat
Yesterday
- re-added settings for viewmodel prefab
Yesterday
Stripping viewmodel arms from v rig export
Yesterday
merge from sv_console_terminal_fix