reporust_rebootcancel

140,127 Commits over 4,536 Days - 1.29cph!

12 Days Ago
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
12 Days Ago
Adjust conversation readout timings again
12 Days Ago
Initial setup of repairable helipad at bandit camp Buying air vehicles from the vendor is disabled until players contribute enough resources to repair the helipad. Works similar to constructing siege weapons Once repaired stays repaired for the wipe Placeholder art whilst helipad is under construction
12 Days Ago
Merge: from main
12 Days Ago
merge from ArrowRevamp :bow_and_arrow:
12 Days Ago
Reapply reduced network range on arrow.prefab Testlist
12 Days Ago
merge from main keep destination on some bow entities
12 Days Ago
merge from 2026_worldmodels
12 Days Ago
merge from medkit_sfx
12 Days Ago
merge from locked_water_bucket_fix
12 Days Ago
merge from store_image_descriptions_aug26
12 Days Ago
merge from flamethrowerpilot
12 Days Ago
merge from legacyfurnace_col_fix
12 Days Ago
merge from chainlink_fence_fix
12 Days Ago
merge from showusebind_settings_fix
12 Days Ago
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
12 Days Ago
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
12 Days Ago
Coverage Queries Renderer Feature
12 Days Ago
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
12 Days Ago
Adjusting attachment positions for glass ak color variations
12 Days Ago
Merge from main
12 Days Ago
Updating attatchments positions for glass ak
12 Days Ago
merge from main
12 Days Ago
merge from woodarmor_skinnable
12 Days Ago
Merge from main
12 Days Ago
Merge from main
12 Days Ago
merge from main
12 Days Ago
Reduce amount of network groups for rooms
12 Days Ago
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
12 Days Ago
Fix mac compile error
12 Days Ago
Fix compile errors
12 Days Ago
Send network updates of room behind the door before the door's network update is sent
12 Days Ago
Merge from main
12 Days Ago
DLSS support for RRP
12 Days Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
12 Days Ago
Faster navmesh save and load, smaller save file sizes
12 Days Ago
Merge from rendererlod_collapse_improvements
12 Days Ago
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling
12 Days Ago
Fix lingering occlusion (wait 5s before hiding on client) not always working
12 Days Ago
- Fix missing inspector arguments on character customizer page - Setup tile prefabs - Initial work on Character Preview - Set toggle on character creator page
12 Days Ago
Wired the DM Tier2 Lootbox gibs to its own material The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke. materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
12 Days Ago
Fix rustnav.setnumthreads bugs
12 Days Ago
Add gibs to the DM wooden loot crates DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing. All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs). Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one. scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
12 Days Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
12 Days Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
12 Days Ago
triangulated workshop source for wood armor gloves
12 Days Ago
Fix character creator page setup
12 Days Ago
Setup 3 new clan related achievements
12 Days Ago
different colour variants of glass AR
12 Days Ago
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming