reporust_rebootcancel

156,830 Commits over 4,566 Days - 1.43cph!

47 Minutes Ago
Merge from main (sketchy merge, need to revert any behaviour changes)
50 Minutes Ago
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
55 Minutes Ago
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable Saves 0.1ms when firing the AK
58 Minutes Ago
Merge from hardcore_changes_nov_26
1 Hour Ago
Reduced the amount of pooled pilot codelock 200 -> 25 Keylock 1 -> 50
1 Hour Ago
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
1 Hour Ago
Reduced the amount of pooled ballista projectiles 100 -> 3
2 Hours Ago
Modified hardcore upkeep values Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite Vanilla: 0.1/0.15/0.2/0.33 Old Hardcore: 0.2/0.3/0.4/0.66 New hardcore: 0.1/0.15/0.25/0.4 New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
2 Hours Ago
merge from main
2 Hours Ago
Merge from main
3 Hours Ago
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
3 Hours Ago
Merge from warm_prefabs_measure
3 Hours Ago
Merge from tree_hit_forgiveness
3 Hours Ago
Prewarm 10 copies of each sound templates, they were all set to 1 small-sound gets 50 Trying to get to a point where I can empty an AK magazine without instantiating any prefab
3 Hours Ago
Added a level of hit forgiveness if the player is attacking a thin tree and misses Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk) If the player misses, we do an additional sweep of 0.12m to try and hit the tree
3 Hours Ago
Update manifest, last merge broke play mode
3 Hours Ago
Fixed all the references to the default unity Quad in particles not actually using it Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737
3 Hours Ago
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3 Hours Ago
Merge from car_spawning_prefill Modular cars spawned in the wild now have half of their engine slots filled with low quality parts These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running
4 Hours Ago
Merge from halloween_2026_update
4 Hours Ago
Exiting the halloween/xmas portals now shows exit as an interaction prompt
4 Hours Ago
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv Also applied a 1s cache to prevent it hammering physics too much
4 Hours Ago
Merge from main
4 Hours Ago
WIP fixes
4 Hours Ago
merge from hotreload_playmode_brick_fix
4 Hours Ago
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
4 Hours Ago
Fixed halloween NPCs spawning inside safezones
4 Hours Ago
Skip ItemIcon refreshing while not visible, now deferred to when the inventory opens Before, any hidden icons would refresh on inventory changes, for example updating their amount and hover text every time you shot a gun Also avoid some unnecessary OnItemAmountChanged broadcasts and hover text rebuild if data didn't change
4 Hours Ago
Stop HideIfAiming deactivating the muzzle flash once its particles finish. Every reused attack effect had to reactivate it Was spiking up to ~5-7ms in a build and only 0.2ms in editor somehow, now 0 It points at ParticleSystemRenderer::UpdateCachedMesh, checking that next
4 Hours Ago
Fixed dead halloween and easter candies persisting after server restart
5 Hours Ago
merge from halloween_2026_dlc
5 Hours Ago
Merge from skim_changes
5 Hours Ago
Fix food spoliling in workbench recycle bin upgrade container
5 Hours Ago
Add VDF files for 6 missing gamepad types. Update gamepad manifest.
5 Hours Ago
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play RecycleSound in editor: ~0.45ms -> ~0.25ms The occasional 1ms "flush dsp connections" is gone
5 Hours Ago
Fix SelectedBlueprint.CanCraft running every frame while the crafting menu is closed, small but unnecessary
5 Hours Ago
scrap king building skin steam item setup
5 Hours Ago
Add support for major/minor revision bumping. Update all gamepad configs with this data. Update validation to always check/catch chamges.
5 Hours Ago
Fix all skinned items allocating on every inventory update when getting their icon sprite
6 Hours Ago
Attack/AttackAlt are now Button actions on the triggers' soft pull so players can rebind fire/aim to any button (per Valve guidance). Update all action sets/configs to match,
6 Hours Ago
merge from main
Today
Stop any rumble in Deactivate
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Today
merge from render_pipeline_testing
Today
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
Today
Try/catch the gamepad update loop, disable on any error errors.
Today
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update) Only rebuilds when the inventory is open now
Today
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
Today
merge from cache_entity_links -> main