reporust_rebootcancel

140,015 Commits over 4,383 Days - 1.33cph!

32 Days Ago
merge from main
32 Days Ago
merge from main preserve destination deletes of meta files
32 Days Ago
merge from main
32 Days Ago
merge from main preserve destination deletes of meta files
32 Days Ago
Check any workshop prefab when finding skinnable, fixes BBQ not found.
33 Days Ago
Fixed first person light effect not working
33 Days Ago
Merge from main
33 Days Ago
Merge from cannon_hit_slowdown_revert
33 Days Ago
Merge from bb_triangle_floor_frame_fix
33 Days Ago
Merge from brutalist_skin_shadows_fix
33 Days Ago
Merge from camera_fog_fix
33 Days Ago
Merge from manifest_size_optimization
33 Days Ago
Merge from server_side_server_list_filters
33 Days Ago
Merge from easter_fixes_2026
33 Days Ago
Fixed incorrect item id on ladder hatch
33 Days Ago
Merge from armored_ladder_hatch
33 Days Ago
Merge from shield_idle_collider
33 Days Ago
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
33 Days Ago
Merge from main
33 Days Ago
Merge from shield_idle_collider
33 Days Ago
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33 Days Ago
Merge from Armored_ladder_hatch
33 Days Ago
Descriptions, fix guide mesh offset on triangle
33 Days Ago
Temp crafting costs
33 Days Ago
Icons
33 Days Ago
Triangle hatch prefab setup Enable r/w on collision meshes
33 Days Ago
Apply primitive cylinder colliders to top and bottom hatches
33 Days Ago
Allow held items on water wheel mountable Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
33 Days Ago
Merge from viewmodel_early_disable_fix
33 Days Ago
Fix viewmodels disappearing when held with a shield Fix warning about viewmodels receiving the clear event when they are not setup to clear
33 Days Ago
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
33 Days Ago
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33 Days Ago
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33 Days Ago
Updated eyetransform in rustplayer.fbx
33 Days Ago
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests Tests: unit tests pass
33 Days Ago
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
33 Days Ago
restore
33 Days Ago
merge from main
33 Days Ago
Updated server side ragdoll bone pos data
33 Days Ago
Apartment complex b file cleanup
33 Days Ago
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
33 Days Ago
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33 Days Ago
updated faberge egg H - added full rig - animated excavator
33 Days Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
33 Days Ago
Add todo comments
33 Days Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
33 Days Ago
fix dot product water direction to be absolute, in case wheel is rotated the other way
33 Days Ago
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
33 Days Ago
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
33 Days Ago
Lots of small improvements to make the multi-unlock process more robust Handle closing the techtree or switching tabs during unlock Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes