reporust_rebootcancel

153,729 Commits over 4,536 Days - 1.41cph!

Yesterday
Merge from editor_jump_hitch
Yesterday
Editing an item with existing WR setup auto loads it with previews.
Yesterday
Bugfix: ensure CoverImage is active when we succesfully load the image This makes FactoryDoor render correctly Tests: checked store for factory door
Yesterday
missing gib for cactus_01
Yesterday
Texture resizes
Yesterday
Add dedicated cactus gibs and plant break effects and enable wet log B and C gibs
Yesterday
Better spotlight setup
Yesterday
Update: fixup SkinTile to use CoverImage instead of RawImage - get rid of SkinTile_General that did above but used in only couple places Tests: navigated through all of store, everything looks correct, only barn door is missing (y tho)
Yesterday
-Reduce portrait background opacity - New cancel colour
Yesterday
- Fix bull only defending herd from players, can now defend against other animals, and also defend it's owner base against other players - Add tools to render automated tests with captions to videos
Yesterday
Added editor-only Rust Editor option to preload the jump sound class to avoid the first jump hitch in editor.
Yesterday
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Yesterday
Military tunnels loot room
Yesterday
Live edit/reload fixes
Yesterday
merge from main
Yesterday
WIP weapon rack visual config tool
Yesterday
Fix codegen baking runtime statics into ResetStaticFields and fixed the uncompilable resets it emitted for delegates and null strings
Yesterday
wip textures for generator
Yesterday
merge from automated_testing
Yesterday
Fix landmine worldmodel outline
Yesterday
merge from main
Yesterday
Added gib setup to wet log A so it spawns debris when depleted
Yesterday
Made a start on being able to toggle specular contribution from specific lights. Still needs support for the Core path and Forward+ rendered objects
Yesterday
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
Yesterday
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
Yesterday
merge from ent_nre_fix
Yesterday
merge from 2Cave2Furious
Yesterday
merge from arrow_collision_fix
Yesterday
Arrow collision fix
Yesterday
Fix obsolete comment about coats
Yesterday
Second pass on livestock naming
Yesterday
Hook up the procedural cow textures derived from genes
Yesterday
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case) Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks
Yesterday
merge from main -> sentry_upload
Yesterday
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
Yesterday
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Yesterday
Removed PropRenderers from 32 prefabs that don't need them
Yesterday
Icon generator window refactor Can now be run from anywhere, regardless of scene Runs a realtime viewport with moue controls for zooming, panning and rotating Added a button to match another prop renderer, copies all of the settings from one prop renderer to another Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons Open icon generator button int he inspector now opens the window, doesn't change scene Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
Yesterday
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us Deduct scrap when purchasing animals
Yesterday
First pass on livestock naming
Yesterday
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Yesterday
Allow base ResourceEntity's to spawn gibs when depleted
Yesterday
Reapplied the fix for the crate spawning in cave_small_Easy, committed the scene this time, S2P cave
Yesterday
Cleanup some of the code
Yesterday
Merge from main (stomped test list)
Yesterday
Fixed an occasional NRE when running `ent` commands on entities that are dead but haven't been cleared from the client yet (eg. spamming the command on dropped items on lower server and client FPS) Mild new list cleanup
Yesterday
Merge from itemdesc_alignment_fix
Yesterday
Change item description text horizontal alignment in GameUI.Inventory from Justified to Left Fixes the characters looking stretched and inconsistent between item description strings. Justified also never applies to the last line, so only the last line would look normal Before https://files.facepunch.com/martynchapman/2026/September/09_21-26-VitalXuanhuasaurus.png After https://files.facepunch.com/martynchapman/2026/September/09_21-26-FractalSpidermonkey.png
Yesterday
Merge from headitem_overlays_fix
Yesterday
- Fix heavy plate helmet and diving mask screen overlays disappearing when downed or dead - Fix heavy plate helmet audio muffling being cancelled by the wounded mixer snapshot. Muffling now has its own lowpass stage on the In Game and Player Voices groups, so it can mix with other snapshots instead of competing for the one snapshot slot - Helmet muffling is inactive for snapshots like CCTV and Underwater as that felt correct - Remove UIPrisonerHoodOverlay, it's overriden behaviour is what the base class UIBlackoutOverlay does by default now