reporust_rebootcancel

139,530 Commits over 4,383 Days - 1.33cph!

Yesterday
Forgot to include it in the usage help string -.-
Yesterday
Reapply 144020 (crypt building skin upgrade_radius) after stomp
Yesterday
Merge from ugc_screen_blur_fix
Yesterday
Fix missing terrain and foliage in report screenshots
Yesterday
Merge from vine_descend_fix
Yesterday
console_quickjoin_fix -> main
Yesterday
- Ensure typing 'connect' in console will also update the quick join UI - Cleanup PlayerJoin.cs - PlayerJoin is now the main way to tell other systems (ui, history) that we are joining a server. Using client.instance.connect bypasses everything ui related) - PlayerJoin now uses client instance on the backend rather than connect (which is now a wrapper over PlayerJoin)
Yesterday
unskinned_windmill -> main
Yesterday
Missing instanced mesh filter
Yesterday
- Ensure transmission rotates again with the vanes - Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing - Small overall cleanup
Yesterday
main -> unskinned_windmill
Yesterday
merge from tincanalarm_v2
Yesterday
colliders for the previous batch of prefabs
Yesterday
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Yesterday
merge from fillmounts_horse_fix
Yesterday
merge from main
Yesterday
merge from wallpaper_nre_fix2
Yesterday
merge from adminui_health_fix
Yesterday
merge from Electric_Furnace_Workshop
Yesterday
merge from crypt_building_skin
Yesterday
Fixed server admin ui player panel health rounding issues, it matches the health vital now
Yesterday
Wallpaper OnFrameWhileHeld nre fix attempt
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
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Yesterday
Fixed automatically generated report offensive content screenshot appearing blurry
Yesterday
Fixed kapok branch colliders on wrong branch, preventing vine descending
Yesterday
Ladder hatch open/close sounds now use small sounds template (was medium)
Yesterday
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
Yesterday
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
Yesterday
Merge from heightmap_bake_fix
Yesterday
Use RGBA32 for heightmap baking
Yesterday
Fix pipe merging conflicting materials
Yesterday
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
Yesterday
Merge from main, no conflicts
2 Days Ago
Add test for meshes used by particle systems having RW enabled Improve the mesh collider test
2 Days Ago
merge from main
2 Days Ago
apartment complex windows/doorframes and glass lods and prefabs
2 Days Ago
concrete debris and rebar lods and prefabs
3 Days Ago
Male hairset light No transmission on buzzcut materials
3 Days Ago
Added male midlength style
3 Days Ago
Enable hair caps on male head materials
4 Days Ago
Male buzzcut/buzzcut curly Male head materials haircap setup Male hairsets
4 Days Ago
Added UV1/2 channels to rest of male heads + averaged head shape
4 Days Ago
Added UV1/2 channels to male heads a-e Male heads a-e use averaged head shape
4 Days Ago
Fixed blurry texts in the crafting queue, converted to RustText
4 Days Ago
merge from easter_fixes_2026
4 Days Ago
Added UV1/2 channels to all female heads Female heads use averaged head shape Updated hair sets and dye sets for all female heads Updated Playground.Hair
5 Days Ago
merge from flexvirtualscroll_nre_fix
5 Days Ago
merge from hackweek_techtree_multi_unlock