reporust_rebootcancel

155,990 Commits over 4,566 Days - 1.42cph!

10 Days Ago
FX, lighting.
10 Days Ago
Tin can alarm can now detect gen2 AIs and critters
10 Days Ago
Merge from Livestock_animals
10 Days Ago
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10 Days Ago
Fixed navmesh generating on top of hot air balloons
10 Days Ago
Fix navmesh not baking properly graveyard fence and frontier bar doors
10 Days Ago
Merge from analytics
10 Days Ago
Fixed duplicate states in floor.ladder.hatch RendererLOD components it was confusing RendererLOD.OnValidate and kept reserializing the prefab
10 Days Ago
Fixed FakePhysicsRope reserializing RidableHorse constantly, it had a [ExecuteAlways] and some changes in OnValidate
10 Days Ago
Fix corrupt scientist2 prefab
10 Days Ago
Merge from Livestock_animals
10 Days Ago
Added monument tests checking the prefabs are healthy
10 Days Ago
merge from texture_optimisations_2026/harbor_fix3
10 Days Ago
S2P harbor_1, prefab was corrupted
10 Days Ago
- Fix livestock and old animals going underwater - Fix bull stuck forever in charge mode when you move to its side - Fix bull trying to headbutt even if target is unreachable - Fix curious cow being so curious it lets itself starve - Reduce bull damage - Livestock leads now behave more like horse leads, slows down the player and break around 7m - Fix cow sometimes snapping back to idle after a graze instead of playing the exit anim
10 Days Ago
fix crouching state triggering when turninplace is active
10 Days Ago
Fix benchmarks not bypassing fps.limitInBackground Fix never removing anything added to TriggerBase._allTriggerBase Fix Rust.Registry.Entity._dict leak when switching scenes (disconnecting from server etc) Add BaseEntityChild to player_collision.prefab so its transform is removed from the registry when destroyed
10 Days Ago
merge from optimize_blueprint_button -> main
10 Days Ago
Compile fix
10 Days Ago
Cherrypick CS 160658 - tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
10 Days Ago
merge from automated_testing
10 Days Ago
Restored rich pie names + descriptions
10 Days Ago
merge from render_pipeline_testing
10 Days Ago
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10 Days Ago
Added RustNavmeshModifierVolume to the following vehicles: - Both snowmobiles - Sled - Rowboat - Minicopter - Attack helicopter - Scrap heli - Catapult - Battering ram - Siege tower - Sedan (prevents navmesh from generating on top of them)
10 Days Ago
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
10 Days Ago
compile fix
10 Days Ago
Fix a missing actionstring on one of the intro speech nodes
10 Days Ago
Merge from livestock_wool_conversation_fix
10 Days Ago
Show a dialogue option enquiring about wool with the livestock vendor NPC regardless of wool in player inventory Various other small fixes to conversation tree
10 Days Ago
merge from Livestock_animals
10 Days Ago
merge from critter_animals
10 Days Ago
jobs error fix
10 Days Ago
melee fixes from 3p_melee_animsystem_updates branch
10 Days Ago
Melee anim subsystem: stop the weapon sliding out of the hand when you run Added Player_RPropOnly.mask and a third playable in MeleeWeaponAnimationSubSystem that drives r_prop only and never fades with speed, so the arm keeps its run swing but the weapon stays welded to the hand. Switched on via PropMask on boneclub, candycane, machete, salvaged sword, combat & sunken knife,
11 Days Ago
merge from base_occlusion -> main
11 Days Ago
merge from Livestock_animals
11 Days Ago
merge from Livestock_animals/repeltriggers_fix
11 Days Ago
Remove cow from the repel trigger tests
11 Days Ago
Merge from livestock_deathfx_fix
11 Days Ago
Merge from livestock_deathfx_fix
11 Days Ago
merge from Livestock_animals
11 Days Ago
merge from Livestock_animals/repeltriggers_fix
11 Days Ago
Livestock repel triggers tests
11 Days Ago
Crab walking sound tweak
11 Days Ago
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
11 Days Ago
merge from main
11 Days Ago
merge from powergrid_loot_fixes
11 Days Ago
Part2
11 Days Ago
Fixed powergrid loot not respawning FIxed too big env volume in Harbor 1