reporust_rebootcancel

139,999 Commits over 4,505 Days - 1.29cph!

Yesterday
Swap live background over to a small apartment Setup custom lighting for icon rendering
Yesterday
Use a live background in the character creator Streamline everything into a single CharacterStage prefab Cleanup old crappy static shot renderer
Yesterday
merge from paint_f1menu_fixes
Yesterday
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone. it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3 collision 34 mesh colliders -> 1 i dont t
Yesterday
Update: convert icons on DLC tab to be dynamic refs - updated StoreBundleTool to auto-update stale properties after bundle assignment - ran dyn ref bundle assign - also made CoverImage only do non-unity-null check as it was misfiring Tests: navigated through in editor both in db and bundle backends, tried standalone
Yesterday
Merge from hab_armour_damage
Yesterday
HAB armour returns parent hotairballoon health.
Yesterday
Fixed paintable dialog interactions executing (drawing, zooming, panning, orbiting) when the F1 menu is open Fixed brush preview hiding the cursor while the F1 menu is open when hovering the cursor over the paintable area Applied the fix to paintings / canvases, pumpkin, sculpture and neon dialogs Before: https://files.facepunch.com/raul/2026/August/27_16-56-RingedLimpkin.mp4 After: https://files.facepunch.com/raul/2026/August/27_16-57-LawngreenSunbittern.mp4
Yesterday
Bit more decal work on boiler room decals
Yesterday
merge from main
Yesterday
Attempting to fix pipe access point procgen spawning by generating an outter and inner terrain anchor ring to look for 'flat' terrain underneath the prefab, s2c
Yesterday
Tooltip pass
Yesterday
fix override in last change
Yesterday
Added 50x50cm pipe corner variant to Pipe Kit B. UV'd wires in boiler room + Decal polish.
Yesterday
Set translation strings
Yesterday
Move gamepad options to their new section in the left bar now that there's a bunch.
Yesterday
reduce network range of critters
Yesterday
Implement gamepad cursor acceleration and options
Yesterday
merge from ocean_sim_waterlevel_trace_fix
Yesterday
Added the missing channel mixer post process effect to the nvg RRP volume asset
Yesterday
Boat building station deployment works with env.oceanlevel != 0 Allowed setting env.oceanlevel to negative values, whats the worst that could happen...
Yesterday
merge from glass_ar
Yesterday
Crystal AR - renamed entities for consistency with other AR's, fixed missing starting ammo
Yesterday
Reduce gamepad cursor speed significantly when moving a UI slider. Implement value snapping for UI sliders when using gamepad cursor. Left trigger also stacks with this to further reduce move speed for precise UI slider control.
Yesterday
merge from main
Yesterday
Holding left trigger reduces gamepad cursor speed. Exposed cursor speed and left-trigger-held cursor speed values as convars. Add options to UI Add left trigger to menu VDF config file.
Yesterday
merge from midi_warmup
Yesterday
remove debug logging
Yesterday
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
Yesterday
Missing files Turn off prediction for firecrackers and survery charges
Yesterday
main -> character_customisation
Yesterday
Fixed unpowered water pump acting as a gravity source
Yesterday
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins LOD0 999 verts, was 1,391 so it never batched inside 10m the whole chain LOD0-3 now batches, around 30 to a draw call per band
Yesterday
Added the missing night light renderer feature to the DefaultRustRenderer asset
Yesterday
merge from glass_ar
Yesterday
merge from main
Yesterday
Crystal AR - updated item names & descriptions, tweaked sapphire material
Yesterday
Fixed the ambient lighting on view model objects being incorrect when looking at the sun
Yesterday
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
Yesterday
Undo: pulling in originals is unnecessary atm Not doing it avoids accidentally pulling in unexpected prefabs that can be used outside the dynamic bundle Tests: none
Yesterday
Industrial crafter doesnt need to be started again after a power loss
Yesterday
Cherry Picked 162328 (Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer)
Yesterday
Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer
Yesterday
optimised small stash and gave it a world model removed the fraying geometry that carried a second material on LOD0/LOD1 tht was never displayed anyway. submeshes LOD0/LOD1 2 > 1 now both draw in one call instead of two converted to MeshLOD - also removed a duplicate Model component that had been sat on the root since 2019 new small_stash.worldmodel so you can see what you're dropping instead of burlap sack. LOD0 is cheaper than burlap sack. Updated MissionStash, DynamicMissionStash and LogStash which embeded the same meshes and still had the old 2-slot material array against a now 1-submesh mesh. converted those to MeshLOD as well
Yesterday
Gamepad cursor can be resized. Added UI slider to gamepad options
Yesterday
Create a nicer cursor in code for now. Change colour on hover state.
Yesterday
Refactor my quick merge fix
Yesterday
Merge from main, including fixes
Yesterday
Merge from playerboat_decay_fix
Yesterday
merge from main