reporust_rebootcancel

157,716 Commits over 4,566 Days - 1.44cph!

Yesterday
Privilege cache enabled by default (client and server)
Yesterday
Buildfix: configure unity_installer_url for fpbuild Tests: none
Yesterday
Fixed parented DDraw objects not clearing when their parent gets destroyed, drawing them at origin
Yesterday
merge from menuhero_fix
Yesterday
Fixed home's store hero playing and rolling its videos with the menu closed
Yesterday
merge from 3p_idle_throw_grenades_fix
Yesterday
merge from Halloween_2026_update
Yesterday
Merge: from main
Yesterday
merge from halloween2026DLC
Yesterday
merge from guide_mesh_optimisations
Yesterday
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Yesterday
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Yesterday
Moved sub entity spawning of cargo ship, travelling vendor and pt boats from ServerInit to ServerInitPostNetworkGroupAssign Fixes various "changed its network group to null" warnings when they spawned
Yesterday
merge from net_group_null_log_fix
Yesterday
merge from ongui_allocs_fix
Yesterday
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
Yesterday
When queuing a sign to be uploaded use the imageId instead of the raw data so we can buffer images in filestorage instead of keeping a 2nd copy in memory
Yesterday
Don't send voicemails & sculptures - not planning to moderate them, keep it simple by not sending them
Yesterday
Disabled GUILayout on DDraw and OcclusionCulling Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
Yesterday
Fixed cooking workbench not showing the kettle when preparing the newly added teas
Yesterday
merge from cookingworkbench_kettle_fix2
Yesterday
Merge: from main
Yesterday
Added a second `CaveNetworkGroupLayerOverride` to the nuclear missile silo to cover the "living quarters" and "computer room" section - fixes issues with players and NPCs disappearing/reappearing on the stairs
Yesterday
Adding G3A3 blockout mesh
Yesterday
merge from main -> ugc_censor_option
Yesterday
Can now change pie menu sets with gamepad bumpers
Yesterday
Fix badly merged anim controllers and livestock fsm
Yesterday
Added new DungeonGridBlocker to `ue_canyon_[abc]` to prevent underground train tunnels generating too close and removing terrain collision (`TerrainCollisionTrigger`) - prevents players rarely dying at the bottom of canyons.
Yesterday
Merge from main (potential stomp of petting work, on it)
Yesterday
merge from io_optims
Yesterday
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
Yesterday
Fix flickering mouse cursor when right stick scrolling UI options. Fixes double hover state too.
Yesterday
Merge from render_pipeline_testing
Yesterday
Fixed the auto exposure causing camera's to fade in from black unintentionally
Yesterday
merge from main
Yesterday
Added 2 new side anchors to cliff_tall_slope_l_a to fix gaps Fixed gizmos not displaying in the CliffSandbox dev scene
Yesterday
full_parented_mounting -> main
Yesterday
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Yesterday
Fixed LOD components allocating a delegate each time they reregister with occlusion culling A big base streaming in (~3500 LOD components): 417KB -> 15KB alloc
Yesterday
Merge from workshop_skin_analytics
Yesterday
Change lb/rb to cycle container selection ccw/cw
Yesterday
Fix artifacting on cargo mapmarker
Yesterday
Polish cow exit after eating from trough, using new turn anim
Yesterday
Return back workshop IDs that are loaded
Yesterday
Fix container order when jumping with bumpers in dpad mode
Yesterday
Merge from render_pipeline_testing
Yesterday
Updating viewmodel rig with new mesh
Yesterday
Added presets for SSAO that are configured via the renderer feature
Yesterday
Profiling
Yesterday
Fixed MeshCull not hiding its renderer when reused from the pool while culled Was causing code lock light quads to draw at any distance after spawning, amongst other things