140,653 Commits over 4,352 Days - 1.35cph!

Yesterday
Clean(tests): 30% restructure of Assembly-CSharp-Editor.dll tests Tests: none, will rerun once all moved
Yesterday
Don't hide the asset path paste input when the options are closed.
Yesterday
Clean(tests): restructure Facepunch.System.Tests.dll tests - removed FPTask and associated tests (was experimental code) Tests: ran unit tests
Yesterday
merge from easter2026_dlc - new rustige egg sounds plus updated store icons from some easter steam items, tweaks to burst cloth on bunny costume, added descriptions to wallpaper steam items for store/inventory
Yesterday
top tier hatch HP reapply
Yesterday
Clean: restructure Rust.Global.Tests.dll tests Tests: ran unit tests. some OBBTests sporadically fail, but pass on 2nd run - think same as before
Yesterday
Merge from Main
Yesterday
Modify SelectionHistoryWindow to have a new ShowFindByPath checkbox. If ticked, show a text input box for pasting asset paths in. Added buttons to select or ping this asset.
Yesterday
Removed WireTool::SharesRootParent client side check, so servers can mod it (only called on the server now)
Yesterday
merge from new_console-ui
Yesterday
Deselect the command list input field when closing Make sure the command list escape capture is disabled when not visible
Yesterday
Fixed TMP color overriding issue when selecting multiple texts with different colors
Yesterday
Merge from main
Yesterday
Added a mute button to the admin UI player panel Also added current player's position
Yesterday
Hide World in info tab if theres no world available
Yesterday
fixed crypt foundation step culling before network grid
Yesterday
Use NativeArray to hold terrain heights for texture creation Add debug logs
Yesterday
merge from main
Yesterday
new store icons for some easter limited items
Yesterday
merge from main
Yesterday
merged rust_relay_server -> main (splash screen + dupe send fix)
Yesterday
merge main -> rust_relay_server
Yesterday
removed dupe packet send 🙈
Yesterday
Added a slider in RustEditor window to set the desired auth level
Yesterday
Player ip adresses aren't shown/sent to moderators in the server admin UI
Yesterday
Easter event enabled by default Adjusted timings by 0.75 inline with other events following TOD changes
Yesterday
Top tier ladder hatch HP pass Reduced Craft HQM by 5 Unlocking no longer unlocks metal hatch, but rather top tier
Yesterday
Fixed search bar issues, X button works and pressing escape clears them
Yesterday
merge from new_console-ui
Yesterday
Change lastTabIndex to 2, pressing tab was switching in between console and vehicles by default, now is console and items
Yesterday
Fixed ArgumentNullException when typing in vending machine UI
Yesterday
merge from bootstrap_assetscene_step
Yesterday
Added a new loading step in boostrap for when we start loading the asset scenes
Yesterday
More lights. Scene backup.
Yesterday
Hair updates
Yesterday
merge from PlayerRigUpdate2
Yesterday
Industrial wall lamps & variants.
Yesterday
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3 Days Ago
Fixed more store texts regression from 146395
3 Days Ago
Fixed variant count text width regression in store pages
3 Days Ago
reverted accidental splash screen setting tweak
3 Days Ago
main -> rust_relay_server
3 Days Ago
Console now fills bottom up Added an immediate mode to FlushBuffer, fixes the frame delay before the console updates when opening or entering a command Fixed command list search bar selection color being transparent Fixed consoletoggle arguments causing tabs to open when the dev tools were closing, causing bugs like autocomplete staying visible, input fields not selected correctly etc
3 Days Ago
merge from new_console-ui
3 Days Ago
Reduce error overlay duration to 30s Fixed loc in tools tab More null checks in SpawnVehicle
3 Days Ago
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3 Days Ago
new egg hunt music new egg open/upgrade sounds
3 Days Ago
Alternative with refraction.
4 Days Ago
Further optimisations for WorldPositionGenerator - For each potential set of input values passed into the WorldPositionGenerator, each keeps its own array of potential areas in the map. Discard any element which will never pass for that set of input values, saving on computation on all future runs with those input values - Testing the most problematic WorldPositionGenerator (ocean) on a 4.5k map shows that 98% of the potential candidates can be discarded - Need to iron out an issue with the list of candidates always getting smaller when artificially checking every single candidate in each attempt
4 Days Ago
Update Mono.Cecil, use .net standard build