reporust_rebootcancel

137,782 Commits over 4,352 Days - 1.32cph!

Yesterday
Fixed first person light effect not working
Yesterday
Merge from main
Yesterday
Merge from cannon_hit_slowdown_revert
Yesterday
Merge from bb_triangle_floor_frame_fix
Yesterday
Merge from brutalist_skin_shadows_fix
Yesterday
Merge from camera_fog_fix
Yesterday
Merge from manifest_size_optimization
Yesterday
Merge from server_side_server_list_filters
Yesterday
Merge from easter_fixes_2026
Yesterday
Fixed incorrect item id on ladder hatch
Yesterday
Merge from armored_ladder_hatch
Yesterday
Merge from shield_idle_collider
Yesterday
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
Yesterday
Merge from main
Yesterday
Merge from shield_idle_collider
Yesterday
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Yesterday
Merge from Armored_ladder_hatch
Yesterday
Descriptions, fix guide mesh offset on triangle
Yesterday
Temp crafting costs
Yesterday
Icons
Yesterday
Triangle hatch prefab setup Enable r/w on collision meshes
Yesterday
Apply primitive cylinder colliders to top and bottom hatches
Yesterday
Allow held items on water wheel mountable Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
Fix viewmodels disappearing when held with a shield Fix warning about viewmodels receiving the clear event when they are not setup to clear
Yesterday
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
Yesterday
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Yesterday
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Yesterday
Updated eyetransform in rustplayer.fbx
Yesterday
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests Tests: unit tests pass
Yesterday
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
Yesterday
restore
Yesterday
merge from main
Yesterday
Updated server side ragdoll bone pos data
Yesterday
Apartment complex b file cleanup
Yesterday
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
Yesterday
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Yesterday
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Yesterday
updated faberge egg H - added full rig - animated excavator
Yesterday
Port tiger, panther, croc and naval scientists Will need thorough testing
Yesterday
Add todo comments
Yesterday
Remove GetCornersNonAlloc helpers and intermediate buffers
Yesterday
fix dot product water direction to be absolute, in case wheel is rotated the other way
Yesterday
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
Yesterday
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Yesterday
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
Yesterday
easter floorpaper update, added wip wallpaper, temp IDs/icons, engine file
Yesterday
mortar bipod fix - separated geo from the bipod tube so it can rotate - quick fix looks decent enough
Yesterday
Apartment complex b more damage progress
Yesterday
Implemented deploy, mounting and movement sounds for the water wheel