reporust_rebootcancel

140,499 Commits over 4,536 Days - 1.29cph!

Yesterday
- Fix rendered icons not using the same cubemap
Yesterday
Merge from main (discarded entity rig update from main)
Yesterday
Fixed super tight fov on character creator
Yesterday
- Bake a reflection probe inside the customisation scene - Setup new cubemap as environment default
Yesterday
Added AudioSourceEntity tests, download timeout Improved client playback time synchronization and URL validation Polishing pass
Yesterday
manually reverted 161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
2 Days Ago
Add special transparent motion vector pass to view model This new pass is used for transparent-yet-solid objects like the Crystal AR skin. I also moved the view model's motion vector pass to OnBeforeImageEffects (after transparent) where writing to the depth buffer has fewer consequences.
2 Days Ago
- Fix graze share counting the walk so fullness kept falling - put the old drink rate back - let starving animals roam for food - guard ResetPath on unplaced agents
2 Days Ago
Registration fix
2 Days Ago
Codegen, manifest
2 Days Ago
underground small train station update
2 Days Ago
Cow stomp animation added
2 Days Ago
- Move CoatIndex after the other autosaved syncvars so older livestock saves read the right bytes - Skip a parent which has a coat the calf prefab has no material for when inheriting, else a stale number wtill be handed down - Resend the newborn right after its coat is inherited else it change scolour after appearing - Forget the painted coat in OnDisable rather than OnEnable, pooling runs that after the next occupant has already painted - Apply the corpse coat from ClientInit alone and drop the syncvar callback that fired before the ragdoll existed - Compare coat names per index across stages and ragdolls, not just the count - Move SaveAndRestart in RustTestFixture and SpawnOnNavmesh in AITestFixture and use them from the livestock fixtures - Reword the InitCoat and save test comments, the isLoadingSave guard only saves a roll the load overwrites anyway
2 Days Ago
Can no longer clip the character preview camera into the walls/props - spherecast and pull itself out of geometry
2 Days Ago
checks if models missing for new skinnables, add tool to auto add missing models - flavien review
2 Days Ago
- Much better apartment scene setup - Better composition - Slightly modfiied lighting (more work to go)
2 Days Ago
Fix paintball gun item data not updating colour upon being equipped
2 Days Ago
Fix cows only grazing and never resting / idling, or roaming too much
2 Days Ago
Fix reloading to a different arrow type causing arrows to be loaded after the arrowhead
2 Days Ago
More automated rendering - categorised workshop urls too
2 Days Ago
merge from main
2 Days Ago
- Dont run the icon cache for the category we are currently in - Renderered tiles 256 -> 512 - Preload faces in the background right after the page opens
Rin
2 Days Ago
merge from improved_event_saveloading
2 Days Ago
Cleanup
2 Days Ago
bee grenade viewmodel visual drift fix fixed bees clipping on admire static bees split from fx and cached as viewmodel renderers to fix drifted visuals https://files.facepunch.com/pilgrim/2026/September/04_11-10-UnconsciousCentipede.mp4
2 Days Ago
automating twitch drops render - flav to review
2 Days Ago
Fix refraction filter pass with merged resolution handling changes
2 Days Ago
Show loading blocker if the store isn't fully warmed up when opening the tab More safeguards
2 Days Ago
Fixed UI_Store.OnStoreItemPressed NRE Added some breadcrumbs to trackdown what happened
2 Days Ago
Updated UnityStandardCore to support rendering layer masks between forward rendered geometry and lights
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
Replace common water texture samplers with shared sampler
2 Days Ago
Cache compute shader kernels ids for rrp passes
2 Days Ago
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
Rin
2 Days Ago
merge from glass_ar
Rin
2 Days Ago
merge from rrp_flashbang_blur_fix
Rin
2 Days Ago
merge from arrowhead_load_fix_2
Rin
2 Days Ago
merge from fix_composter_menu_option
Rin
2 Days Ago
merge from flashlight_shield_fix
Rin
2 Days Ago
merge from fix_campfire_fast_cook
2 Days Ago
Rust+ item export script tweaks, remove duplicate goldframe.xl translation with different key casing
3 Days Ago
merge from main
3 Days Ago
Bee grenade world model pass jar bees combined 17 -> 1 renderer in the shared WM Jar Bees prefab with LOD Group slots re-pointed on world model, held entity and tin can alarm updated body LOD0 6586 -> 4618 tris and LOD1 3412 -> 1705 viewmodel backface and blur glass removed from the world model, 29 -> 11 transforms with no real visual difference at that size
3 Days Ago
More null guards, including against sounds
3 Days Ago
De-rigged the M92 world model - 3 skinned renderers over a 4 bone rig replaced with static meshes from a new w_m92_worldmodel.fbx, LOD0 3532 -> 1766 tris, LOD distances and highlight unchanged
3 Days Ago
Two world model prefabs, both had no LOD component and drew at any distance: Added MeshCull to laser detector and door controller worldmodels, both had no LOD and drew at any distance (60m / 100m)
3 Days Ago
fix train headlight beams pooling, add it to tests
3 Days Ago
add wooden skins to scene
3 Days Ago
Guard against accessing null particle systems in PowergridEngineFx