reporust_rebootcancel

142,587 Commits over 4,413 Days - 1.35cph!

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
Today
AND OR XOR flags fixes
Today
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
Today
Updated player corpse and temp ragdolls.
Today
Merge from terrain_rrp_fix
Communal interior material fixes
Today
Fix spectator mode using the wrong mounted rotation/position overrides
Today
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
train_cinematic_improvements -> main
Bunch of commands to control locomotives with console commands
Today
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
Today
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)
Today
the big sync
Today
untangled changes from erik's prefab and changes from this AM
Male A-E seeds shadow pass/eyelashes
Today
move the walls corridor to the grid
Today
added collision for the corridor
Today
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
Today
Added image pixels per unit multiplier (so modders can modify slice scaling)
Add train control to the timeline
Today
Added UnityEngine.UI.Mask component support to CUI
Yesterday
Initial test
Yesterday
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
Yesterday
main -> game_room_dlc
Yesterday
Added baked config at register time Batteries are data based
Yesterday
Possible NRE fix
Yesterday
Pool table deployable
Yesterday
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
Yesterday
merge from mortar_prototype
Yesterday
Fix mortar animation handles not getting disposed of properly in demos
Yesterday
Splitter evaluator
Yesterday
blockout playground models from yesterday