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142,630 Commits over 4,413 Days - 1.35cph!

Yesterday
Added apple.tree prefab and scriptable blueprint for spawning. Added 3 apple spawns to oak_d. Added 3 natural beehie spawns to oak_b. resubmitting the honey bandage label + icon name got removed somehow.
Yesterday
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
Yesterday
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
Yesterday
Fix busted deploy volume
Yesterday
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
Yesterday
Add seagull assets + some test scripts
Yesterday
small apartment update
Yesterday
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
Yesterday
Addressing Rust Relay packet de-duping
Yesterday
Added UnityEngine.UI.CanvasGroup component support to CUI
Yesterday
Remaining male heads, shadow pass/eyelashes/head shapes
Yesterday
edited 3p crouch idle anim
Yesterday
AND OR XOR flags fixes
Yesterday
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
Yesterday
Updated player corpse and temp ragdolls.
Yesterday
Merge from terrain_rrp_fix
Yesterday
Communal interior material fixes
Yesterday
Fix spectator mode using the wrong mounted rotation/position overrides
Yesterday
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
Yesterday
train_cinematic_improvements -> main
Yesterday
Bunch of commands to control locomotives with console commands
Yesterday
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
Yesterday
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)
Yesterday
the big sync
Yesterday
untangled changes from erik's prefab and changes from this AM
Yesterday
Male A-E seeds shadow pass/eyelashes
Yesterday
move the walls corridor to the grid
Yesterday
added collision for the corridor
Yesterday
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
Yesterday
Added image pixels per unit multiplier (so modders can modify slice scaling)
Yesterday
Add train control to the timeline
Yesterday
Added UnityEngine.UI.Mask component support to CUI
Yesterday
Initial test
Yesterday
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
Yesterday
main -> game_room_dlc
Yesterday
Added baked config at register time Batteries are data based
Yesterday
Possible NRE fix
Yesterday
Pool table deployable
Yesterday
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
Yesterday
merge from mortar_prototype
Yesterday
Fix mortar animation handles not getting disposed of properly in demos
Yesterday
Splitter evaluator
Yesterday
blockout playground models from yesterday
Yesterday
some visual tweaks to bench_b
Yesterday
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
Yesterday
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
Yesterday
Full rebuild param handling from Jenkins end
Yesterday
Fixed charm picker not working when skins_access was set to 1
Yesterday
Merge from shot_dub_fixes
Yesterday
Added per axis dubbing override tracks (pan/tilt/roll)