reporust_rebootcancel

143,441 Commits over 4,413 Days - 1.35cph!

Today
tool just injects the property into the .unity file instead of opening and saving it
Today
testlist
Today
updated m16a2 world mesh material order issue
Today
initial tool
Today
Fuel UI tweaks
Today
added /ProfilerCaptures to ignore.conf
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
Yesterday
merge main -> rust_relay_server
Yesterday
ensure position updates are networked to fake player
Yesterday
Codegen
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Added mannequin skinset subset, fixes NRE/kick
Yesterday
Merge from main
Yesterday
Merge from prototyping
Yesterday
Merge from combine
Yesterday
FIx NRE in SprayCan
Yesterday
Merge from industrial_dlc
Yesterday
merge from fix_editor_reflection_probe_delay -> main
Yesterday
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Yesterday
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
Yesterday
merge from optimize_generate_textures_alloc -> main
Yesterday
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
Yesterday
Hair test
Yesterday
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)
Yesterday
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Yesterday
Regenerate font with all characters
Yesterday
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