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142,601 Commits over 4,413 Days - 1.35cph!

Rin
Today
HQM collectable Rare jungle spawn only (Make Jungle Great Again) https://files.facepunch.com/Rin/2026/05/Unity_WfSidmbkRU.mp4
Today
merge from main
Today
merge from iolines_shader_fix
Today
Swapped all IO wires to use the standard shader instead of standard wire. Fixes some rendering issues, they were made transparent after some changes to the wire shader They don't really need all the features from the wire shader
Today
Send in-game voice chat to our api - only capture audio when you holding push to talk (just like normal in-game chat) - planning to moderate for obvious racism, not for "normal in-game banter" - batch audio into up to 60s chunks
merge from heads_shadow_pass
Today
car and glass added
Enabled hair cap on male/O material
Actual fix for neck seam on male/H
Neck seam fix on male/H
Today
Finalized F prefabs.
Today
Relay networking tweaks
Fix a bunch of SetFlag usages which were potentially doing multiple unnecessary SendNetworkUpdate invokes Add a disposable struct to be able to define a scope in which we want to listen for flag changes and then do a network update at the end of the scope if flags changed
All heads share either male or female LOD3
Today
Finalized E
Today
More items converted to the new io system
Today
Further improvements to debug.drawcolliders - devDebugHighlight shader supports transparency, triggers and prevent building volumes are drawn slightly transparent and using a unique debug texture - All colliders get drawn with different colors according to the layer they are on, controlled by DrawCollidersConfig - can now immediately tell which layer something is on - Added convars to optionally hide triggers / prevent building volumes https://files.facepunch.com/cipeaX/2026/May/Unity_o3XpXSbFZr.mp4
Today
Needed to run DoPrepare script. Finally got the apples spawning and dropping correctly🍏 https://files.facepunch.com/LukeD/2026/05/Unity_ygx9jPADqb.mp4 Thinking I should make the apples red as they're difficult to see. Need to up the LOD too. Manifest update.
Female head shadow pass/eyelashes/head shapes
Today
Updated the subsystem layer weight on the torch
- Add walls to the pool physics simulation
Today
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.
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
Today
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
Fix busted deploy volume
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
Today
Add seagull assets + some test scripts
Today
small apartment update
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
Today
Addressing Rust Relay packet de-duping
Today
Added UnityEngine.UI.CanvasGroup component support to CUI
Remaining male heads, shadow pass/eyelashes/head shapes
Today
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