147,767 Commits over 4,444 Days - 1.39cph!

26 Days Ago
FIx map not appearing
26 Days Ago
compile fix
26 Days Ago
set serialized version as well
26 Days Ago
wip keep locked trajectory visible but allow now control after locking in.
26 Days Ago
tool just injects the property into the .unity file instead of opening and saving it
26 Days Ago
testlist
26 Days Ago
updated m16a2 world mesh material order issue
26 Days Ago
initial tool
26 Days Ago
Fuel UI tweaks
26 Days Ago
added /ProfilerCaptures to ignore.conf
26 Days Ago
Add fuel related UI prefabs. Refactor/move UI fuel code.
26 Days Ago
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
26 Days Ago
added prefab exporter
26 Days Ago
m16a2 textures update
26 Days Ago
Mortar animation update to use the player update content
26 Days Ago
update: m16a2 textures , shading fixed on worldmodel
26 Days Ago
Merge: from main
26 Days Ago
Initial conversion of fuel count display from just text to blocks.
26 Days Ago
Fixed drone config screen inputfield config type
26 Days Ago
some more set dressing, some foliage culling around the marketplace to aerate a bit material tweaks to sign
26 Days Ago
Merge from main
26 Days Ago
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
26 Days Ago
Trigger an explosion at state transition too.
26 Days Ago
Disable gravity for satellite. Set free_power to true in the editor. Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
26 Days Ago
merge rust_relay_server -> main
26 Days Ago
merge main -> rust_relay_server
26 Days Ago
ensure position updates are networked to fake player
26 Days Ago
Codegen
26 Days Ago
Merge from PlayerRigUpdate2
26 Days Ago
Added mannequin skinset subset, fixes NRE/kick
26 Days Ago
Merge from main
26 Days Ago
Merge from prototyping
26 Days Ago
Merge from combine
26 Days Ago
FIx NRE in SprayCan
26 Days Ago
Merge from industrial_dlc
26 Days Ago
merge from fix_editor_reflection_probe_delay -> main
26 Days Ago
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
26 Days Ago
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
26 Days Ago
merge from optimize_generate_textures_alloc -> main
26 Days Ago
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
27 Days Ago
Hair test
27 Days Ago
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
27 Days Ago
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
27 Days Ago
Regenerate font with all characters
27 Days Ago
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
27 Days Ago
Add dripping font for the apartment door numbers
27 Days Ago
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
27 Days Ago
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
27 Days Ago
merge from main -> optimize_generate_textures_alloc
27 Days Ago
Implement IO entity reskinning with the new system, will now always nicely adjust any connected wires / pipes to the new positions: https://files.facepunch.com/cipeaX/2026/May/21_01-08-RightBighorn.mp4