reporust_rebootcancel

136,755 Commits over 4,474 Days - 1.27cph!

2 Months Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
2 Months Ago
Only run physics updates if any of the balls have velocity
2 Months Ago
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
2 Months Ago
Merge from unity_6.3.15
2 Months Ago
Merge from main
2 Months Ago
Added some mint ddraw and debug commands to help debugging circuits
2 Months Ago
merge from main
2 Months Ago
merge from wiretool_reconnect_fix
2 Months Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
2 Months Ago
merge from PlayerRigUpdate2
2 Months Ago
Merge from render_pipeline_toggle
2 Months Ago
Added a way to toggle the Rust Render Pipeline at runtime
2 Months Ago
Hide ball when pocketed
2 Months Ago
Miner hat emission fix
2 Months Ago
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).
2 Months Ago
Updated the RRP package and made the shadow presets work while RRP is active
2 Months Ago
testlist
2 Months Ago
Better fix, also fixes first frame of weapon being held not looking correct
2 Months Ago
Fix held entity sub systems not working in builds (torches)
2 Months Ago
Apply to motorbike driver seat as well
2 Months Ago
Sweapped the snowmobile seats over to use an animation subsystem
2 Months Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
2 Months Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
2 Months Ago
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)
2 Months Ago
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
2 Months Ago
Fix battery charging issue with closed loop circuits Fixed batteries not considered as sources when building the evaluation order
2 Months Ago
Fixed player body being visible in first person
2 Months Ago
Merge from codegen_refresh_fix
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Remaining kiosks.
2 Months Ago
Tweaked miners hat to match cap coverage (also fixed NRE on light switch on)
2 Months Ago
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
2 Months Ago
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
2 Months Ago
Charity 05 setup
2 Months Ago
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
2 Months Ago
HQM collectable Rare jungle spawn only (Make Jungle Great Again) https://files.facepunch.com/Rin/2026/05/Unity_WfSidmbkRU.mp4
2 Months Ago
merge from main
2 Months Ago
merge from iolines_shader_fix
2 Months Ago
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
2 Months Ago
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
2 Months Ago
merge from heads_shadow_pass
2 Months Ago
car and glass added
2 Months Ago
Enabled hair cap on male/O material
2 Months Ago
Actual fix for neck seam on male/H
2 Months Ago
Neck seam fix on male/H
2 Months Ago
Finalized F prefabs.
2 Months Ago
Relay networking tweaks
2 Months Ago
Fix a bunch of SetFlag usages which were potentially doing multiple unnecessary SendNetworkUpdate invokes Add a disposable struct to be able to define a scope in which we want to listen for flag changes and then do a network update at the end of the scope if flags changed
2 Months Ago
All heads share either male or female LOD3