reporust_rebootcancel

142,646 Commits over 4,413 Days - 1.35cph!

Today
merge from mortar_prototype
Today
Fix animation handles not being freed on mortars/cannons in demos
Today
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Today
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
Today
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
Today
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Today
Power flow debug viz
Today
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
Only run physics updates if any of the balls have velocity
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
Today
Merge from unity_6.3.15
Today
Merge from main
Today
Added some mint ddraw and debug commands to help debugging circuits
Today
merge from main
Today
merge from wiretool_reconnect_fix
Today
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
merge from PlayerRigUpdate2
Today
Merge from render_pipeline_toggle
Today
Added a way to toggle the Rust Render Pipeline at runtime
Hide ball when pocketed
Miner hat emission fix
Today
Reduced the natural beehive count from 3 -> 2 and spawn chance from 100% to 0.33% on oak_b. Reduced spawn chance for apples from 100% to 0.5% on oak_d. Doubled the LOD2 distance for apples (on trees only).
Today
Updated the RRP package and made the shadow presets work while RRP is active
Today
testlist
Yesterday
Better fix, also fixes first frame of weapon being held not looking correct
Yesterday
Fix held entity sub systems not working in builds (torches)
Yesterday
Apply to motorbike driver seat as well
Yesterday
Sweapped the snowmobile seats over to use an animation subsystem
Yesterday
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
Yesterday
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
Yesterday
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight) This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)
Yesterday
Fixed OverrideAnimationSubSystem having a weight of 0 for a frame if it's Fade In Time is 0 Set Fade In Time on hand hold sub system to 0 to fix torch being out of position for a frame (right arm controller still fades in so it looks nice, the hand snaps to hold though) Fixed telephone reference on OverrideAnimationSubSystem Fixed most subsystems not fading out properly on disable
Yesterday
Fix battery charging issue with closed loop circuits Fixed batteries not considered as sources when building the evaluation order
Yesterday
Fixed player body being visible in first person
Yesterday
Merge from codegen_refresh_fix
Yesterday
Manually import the generated code files after running CodeGen instead of calling AssetDatabase.Refresh No longer need to alt tab out of the editor and back in to compile after running codegen Keeps legacy behaviour when running in batch mode, let's not mess with builds
Yesterday
Created a new smashable glass entity, spawns gibs when destroyed and turns it's mesh off Will re-enable the mesh after 10-15 minutes if no players are within 100m Added debug.respawnallsmashables that respawns all of the smashable objects instantly Implemented on CarPrefab
Yesterday
Remaining kiosks.
Yesterday
Tweaked miners hat to match cap coverage (also fixed NRE on light switch on)
Yesterday
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
Yesterday
Updated all ddraw command help texts to match with the actually used arguments Fixed ddraw.arrow line ztest and distance fade inconsistency (would not respect command arguments) https://files.facepunch.com/raul/1b1211b1/ddraw_arrow_ztest_inconsistency_.png
Yesterday
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Yesterday
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Yesterday
Charity 05 setup
Yesterday
Added parenting support to ddraw (assign an entityID to the command), position and rotation behave like local coordinates Backward compatible with ddraw.use_instancing false (supports all; line, arrow, sphere, capsule, text and box) https://files.facepunch.com/raul/1b1211b1/12_22-53-BiodegradableGalapagoshawk.mp4
Rin
Yesterday
HQM collectable Rare jungle spawn only (Make Jungle Great Again) https://files.facepunch.com/Rin/2026/05/Unity_WfSidmbkRU.mp4
Yesterday
merge from main
Yesterday
merge from iolines_shader_fix
Yesterday
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
Yesterday
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