reporust_rebootcancel

137,681 Commits over 4,352 Days - 1.32cph!

7 Minutes Ago
Merge from main
8 Minutes Ago
Merge from cannon_hit_slowdown_revert
11 Minutes Ago
Merge from bb_triangle_floor_frame_fix
12 Minutes Ago
Merge from brutalist_skin_shadows_fix
17 Minutes Ago
Merge from camera_fog_fix
24 Minutes Ago
Merge from manifest_size_optimization
25 Minutes Ago
Merge from server_side_server_list_filters
31 Minutes Ago
Merge from easter_fixes_2026
36 Minutes Ago
Fixed incorrect item id on ladder hatch
35 Minutes Ago
Merge from armored_ladder_hatch
39 Minutes Ago
Merge from shield_idle_collider
40 Minutes Ago
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
52 Minutes Ago
Merge from main
2 Hours Ago
Merge from shield_idle_collider
2 Hours Ago
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3 Hours Ago
Merge from Armored_ladder_hatch
3 Hours Ago
Descriptions, fix guide mesh offset on triangle
3 Hours Ago
Temp crafting costs
3 Hours Ago
Icons
3 Hours Ago
Triangle hatch prefab setup Enable r/w on collision meshes
3 Hours Ago
Apply primitive cylinder colliders to top and bottom hatches
4 Hours Ago
Allow held items on water wheel mountable Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
5 Hours Ago
Merge from viewmodel_early_disable_fix
5 Hours Ago
Fix viewmodels disappearing when held with a shield Fix warning about viewmodels receiving the clear event when they are not setup to clear
5 Hours Ago
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
Today
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Today
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Updated eyetransform in rustplayer.fbx
Today
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests Tests: unit tests pass
Today
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
Today
restore
Today
merge from main
Updated server side ragdoll bone pos data
Apartment complex b file cleanup
Today
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
Today
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Today
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Today
updated faberge egg H - added full rig - animated excavator
Today
Port tiger, panther, croc and naval scientists Will need thorough testing
Today
Add todo comments
Today
Remove GetCornersNonAlloc helpers and intermediate buffers
Today
fix dot product water direction to be absolute, in case wheel is rotated the other way
Today
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
Today
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Today
Lots of small improvements to make the multi-unlock process more robust Handle closing the techtree or switching tabs during unlock Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes
Today
easter floorpaper update, added wip wallpaper, temp IDs/icons, engine file
Today
mortar bipod fix - separated geo from the bipod tube so it can rotate - quick fix looks decent enough
Apartment complex b more damage progress
Today
Implemented deploy, mounting and movement sounds for the water wheel
Today
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