reporust_rebootcancel

142,781 Commits over 4,413 Days - 1.35cph!

3 Days Ago
Actual fix for neck seam on male/H
3 Days Ago
Neck seam fix on male/H
3 Days Ago
Finalized F prefabs.
3 Days Ago
Relay networking tweaks
3 Days 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
3 Days Ago
All heads share either male or female LOD3
3 Days Ago
Finalized E
3 Days Ago
More items converted to the new io system
3 Days Ago
Further improvements to debug.drawcolliders - devDebugHighlight shader supports transparency, triggers and prevent building volumes are drawn slightly transparent and using a unique debug texture - All colliders get drawn with different colors according to the layer they are on, controlled by DrawCollidersConfig - can now immediately tell which layer something is on - Added convars to optionally hide triggers / prevent building volumes https://files.facepunch.com/cipeaX/2026/May/Unity_o3XpXSbFZr.mp4
3 Days Ago
Needed to run DoPrepare script. Finally got the apples spawning and dropping correctly🍏 https://files.facepunch.com/LukeD/2026/05/Unity_ygx9jPADqb.mp4 Thinking I should make the apples red as they're difficult to see. Need to up the LOD too. Manifest update.
3 Days Ago
Female head shadow pass/eyelashes/head shapes
3 Days Ago
Updated the subsystem layer weight on the torch
3 Days Ago
- Add walls to the pool physics simulation
3 Days Ago
Added apple.tree prefab and scriptable blueprint for spawning. Added 3 apple spawns to oak_d. Added 3 natural beehie spawns to oak_b. resubmitting the honey bandage label + icon name got removed somehow.
3 Days Ago
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
3 Days Ago
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
3 Days Ago
Fix busted deploy volume
3 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
3 Days Ago
Add seagull assets + some test scripts
3 Days Ago
small apartment update
3 Days Ago
Pool table linking: - Client + server run physics - Server sends snapshots to the client (position, rotation, velocity) - Client updates running simulation to match the sent server update - Run it through save/load right now
3 Days Ago
Addressing Rust Relay packet de-duping
3 Days Ago
Added UnityEngine.UI.CanvasGroup component support to CUI
3 Days Ago
Remaining male heads, shadow pass/eyelashes/head shapes
3 Days Ago
edited 3p crouch idle anim
3 Days Ago
AND OR XOR flags fixes
3 Days Ago
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
3 Days Ago
Updated player corpse and temp ragdolls.
3 Days Ago
Merge from terrain_rrp_fix
3 Days Ago
Communal interior material fixes
3 Days Ago
Fix spectator mode using the wrong mounted rotation/position overrides
3 Days Ago
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
3 Days Ago
train_cinematic_improvements -> main
3 Days Ago
Bunch of commands to control locomotives with console commands
3 Days Ago
Registered entities aren't allocating a new circuit until wired Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
3 Days Ago
Trees now support multiple prefabs instead of just one. This means multiple natural beehives🐝 https://files.facepunch.com/LukeD/2026/05/Unity_0ju1Wwl8WC.mp4 (I need this functionality for apple trees)
3 Days Ago
the big sync
3 Days Ago
untangled changes from erik's prefab and changes from this AM
3 Days Ago
Male A-E seeds shadow pass/eyelashes
3 Days Ago
move the walls corridor to the grid
3 Days Ago
added collision for the corridor
3 Days Ago
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators
3 Days Ago
Added image pixels per unit multiplier (so modders can modify slice scaling)
3 Days Ago
Add train control to the timeline
3 Days Ago
Added UnityEngine.UI.Mask component support to CUI
3 Days Ago
Initial test
3 Days Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
3 Days Ago
main -> game_room_dlc
3 Days Ago
Added baked config at register time Batteries are data based
3 Days Ago
Possible NRE fix