reporust_rebootcancel

143,435 Commits over 4,413 Days - 1.35cph!

Today
Add fuel related UI prefabs. Refactor/move UI fuel code.
Today
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
Today
added prefab exporter
Today
m16a2 textures update
Today
Mortar animation update to use the player update content
Today
update: m16a2 textures , shading fixed on worldmodel
Today
Merge: from main
Today
Initial conversion of fuel count display from just text to blocks.
Today
Fixed drone config screen inputfield config type
Today
some more set dressing, some foliage culling around the marketplace to aerate a bit material tweaks to sign
Today
Merge from main
Today
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
Today
Trigger an explosion at state transition too.
Today
Disable gravity for satellite. Set free_power to true in the editor. Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
Today
merge rust_relay_server -> main
Today
merge main -> rust_relay_server
Today
ensure position updates are networked to fake player
Today
Codegen
Merge from PlayerRigUpdate2
Added mannequin skinset subset, fixes NRE/kick
Today
Merge from main
Today
Merge from prototyping
Today
Merge from combine
FIx NRE in SprayCan
Merge from industrial_dlc
Today
merge from fix_editor_reflection_probe_delay -> main
Today
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Today
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
Today
merge from optimize_generate_textures_alloc -> main
Today
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
Hair test
Today
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Today
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Today
Regenerate font with all characters
Today
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
Yesterday
Add dripping font for the apartment door numbers
Yesterday
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
Yesterday
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
Yesterday
merge from main -> optimize_generate_textures_alloc
Yesterday
Implement IO entity reskinning with the new system, will now always nicely adjust any connected wires / pipes to the new positions: https://files.facepunch.com/cipeaX/2026/May/21_01-08-RightBighorn.mp4
Yesterday
Add culling sphere component to the apartments
Yesterday
Add culling support for apartment furniture - start with large spheres around each apartment - add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
Yesterday
Update: Codegen Tests: builds
Yesterday
Merge: from main Needs codegen
Yesterday
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
Yesterday
Update: add StringView-to-numeric extensions Tests: ran unit tests
Yesterday
Fixed mid-length hair being skinned to eyes
Yesterday
Clean(tests): get rid of redundant profiling code Tests: builds
Yesterday
Fix a bug causing io lines to not update correctly when multiple storage adaptors on the same barrel have connections between themselves
Yesterday
Optim: BuildCommand - remove another Substring alloc via StringView Down to 3 allocs/0.34KB per call Tests: ran a couple commands with and without args