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143,530 Commits over 4,413 Days - 1.36cph!

Yesterday
update: m16a2 textures , shading fixed on worldmodel
Yesterday
Merge: from main
Yesterday
Initial conversion of fuel count display from just text to blocks.
Yesterday
Fixed drone config screen inputfield config type
Yesterday
some more set dressing, some foliage culling around the marketplace to aerate a bit material tweaks to sign
Yesterday
Merge from main
Yesterday
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
Yesterday
Trigger an explosion at state transition too.
Yesterday
Disable gravity for satellite. Set free_power to true in the editor. Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
ensure position updates are networked to fake player
Yesterday
Codegen
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Added mannequin skinset subset, fixes NRE/kick
Yesterday
Merge from main
Yesterday
Merge from prototyping
Yesterday
Merge from combine
Yesterday
FIx NRE in SprayCan
Yesterday
Merge from industrial_dlc
Yesterday
merge from fix_editor_reflection_probe_delay -> main
Yesterday
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Yesterday
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
Yesterday
merge from optimize_generate_textures_alloc -> main
Yesterday
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
Yesterday
Hair test
Yesterday
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Yesterday
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Yesterday
Regenerate font with all characters
Yesterday
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
Yesterday
Add dripping font for the apartment door numbers
Yesterday
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
2 Days Ago
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
2 Days Ago
merge from main -> optimize_generate_textures_alloc
2 Days Ago
Implement IO entity reskinning with the new system, will now always nicely adjust any connected wires / pipes to the new positions: https://files.facepunch.com/cipeaX/2026/May/21_01-08-RightBighorn.mp4
2 Days Ago
Add culling sphere component to the apartments
2 Days Ago
Add culling support for apartment furniture - start with large spheres around each apartment - add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
2 Days Ago
Update: Codegen Tests: builds
2 Days Ago
Merge: from main Needs codegen
2 Days Ago
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
2 Days Ago
Update: add StringView-to-numeric extensions Tests: ran unit tests
2 Days Ago
Fixed mid-length hair being skinned to eyes
2 Days Ago
Clean(tests): get rid of redundant profiling code Tests: builds
2 Days Ago
Fix a bug causing io lines to not update correctly when multiple storage adaptors on the same barrel have connections between themselves
2 Days Ago
Optim: BuildCommand - remove another Substring alloc via StringView Down to 3 allocs/0.34KB per call Tests: ran a couple commands with and without args
2 Days Ago
Reconnect apartment doors to apartment prefabs
2 Days Ago
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
2 Days Ago
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
2 Days Ago
Integrate item container and child item container preserving into the new system Re-implement entity children preserving, with attachments repositioning if their sockets shifted, child io entity also have their connected lines update correctly Fixes various current bugs with storage adaptors / door controllers when their parent is reskinned Make ceilinglight reskinnable again, will fix reskinning io entities themselves next Fix not being able to skin snowmobile back to default
2 Days Ago
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