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143,563 Commits over 4,413 Days - 1.36cph!

13 Days Ago
Add seagull assets + some test scripts
13 Days Ago
small apartment update
13 Days Ago
Pool table linking: - Client + server run physics - Server sends snapshots to the client (position, rotation, velocity) - Client updates running simulation to match the sent server update - Run it through save/load right now
13 Days Ago
Addressing Rust Relay packet de-duping
13 Days Ago
Added UnityEngine.UI.CanvasGroup component support to CUI
13 Days Ago
Remaining male heads, shadow pass/eyelashes/head shapes
13 Days Ago
edited 3p crouch idle anim
13 Days Ago
AND OR XOR flags fixes
13 Days Ago
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
13 Days Ago
Updated player corpse and temp ragdolls.
13 Days Ago
Merge from terrain_rrp_fix
13 Days Ago
Communal interior material fixes
13 Days Ago
Fix spectator mode using the wrong mounted rotation/position overrides
13 Days Ago
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
13 Days Ago
train_cinematic_improvements -> main
13 Days Ago
Bunch of commands to control locomotives with console commands
13 Days Ago
Registered entities aren't allocating a new circuit until wired Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
13 Days Ago
Trees now support multiple prefabs instead of just one. This means multiple natural beehives🐝 https://files.facepunch.com/LukeD/2026/05/Unity_0ju1Wwl8WC.mp4 (I need this functionality for apple trees)
13 Days Ago
the big sync
13 Days Ago
untangled changes from erik's prefab and changes from this AM
13 Days Ago
Male A-E seeds shadow pass/eyelashes
13 Days Ago
move the walls corridor to the grid
13 Days Ago
added collision for the corridor
13 Days Ago
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators
13 Days Ago
Added image pixels per unit multiplier (so modders can modify slice scaling)
13 Days Ago
Add train control to the timeline
13 Days Ago
Added UnityEngine.UI.Mask component support to CUI
13 Days Ago
Initial test
13 Days Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
13 Days Ago
main -> game_room_dlc
13 Days Ago
Added baked config at register time Batteries are data based
13 Days Ago
Possible NRE fix
13 Days Ago
Pool table deployable
13 Days Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
13 Days Ago
merge from mortar_prototype
13 Days Ago
Fix mortar animation handles not getting disposed of properly in demos
13 Days Ago
Splitter evaluator
13 Days Ago
blockout playground models from yesterday
13 Days Ago
some visual tweaks to bench_b
13 Days Ago
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
13 Days Ago
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
13 Days Ago
Full rebuild param handling from Jenkins end
13 Days Ago
Fixed charm picker not working when skins_access was set to 1
13 Days Ago
Merge from shot_dub_fixes
13 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
13 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
13 Days Ago
Fix hole Remove with swapback for transform instance data
13 Days Ago
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13 Days Ago
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on