reporust_rebootcancel

157,325 Commits over 4,566 Days - 1.44cph!

Yesterday
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Yesterday
Fix frankenstein pet not moving, it had no nav agent component
Yesterday
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
Yesterday
Fix all milky and creamy teas + rich pies icons artifacting Fix new locked crate icon artifacting when zoomed out on the map
Yesterday
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Yesterday
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Yesterday
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Yesterday
Added a menu item in Build/ to keep the build cache so we can do incremental builds
Yesterday
Revert some files I didnt mean to commit
Yesterday
Deep sea content is now loaded on demand when entering it - it has its own asset scene loaded/unloaded when crossing the portal - entities wait for their asset scene before spawning Saves around 260MB of RAM and 270MB of VRAM when out of the deep sea
Yesterday
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Yesterday
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Yesterday
merge fix_chainsawanim
Yesterday
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Yesterday
merge from misc_logging_cleanup 🧹
Yesterday
Fix yaml issues in calf, calfmale and lamb prefabs
Yesterday
rust 13th birthday cake - world model prefab updated - game model updated
Yesterday
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Yesterday
merge from ledgedrop_crouch_fix
Yesterday
first pass on painting/tattoo stencils - stencils can be stamped onto the body as tattoos - stencils are in full RGB colour, tintable, and can be greyscaled
Yesterday
merge from disable_tip_npcs
Yesterday
rust 13th birthday cake - game model added - material added - prefabs setup - viewmodel setup
Yesterday
Manifest
Yesterday
adding extra chain joints
Yesterday
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Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
Fix deploy state not being correct for spectators Anim controller fixes ADS fixes Adjust mag capacity and fire rate
Yesterday
More missing UnityEvent attributes, fixing ballista broken down anim, quarry bucket drop effects and metal detector swing sounds
Yesterday
Fix colliders in a nested BaseEntity being attributed to the wrong Model component Fix / improve existing "Resolve duplicate Bone Names" tool to target the exact issue Used it on the 39 flagged prefabs, renamed 194 bones in total S2P oil rigs, junkyard, outpost All tests pass
Yesterday
Add a default shot to charactershotsettings Add fov settings to charactershotsettings Value tweaks
Yesterday
Tidied up the Items category in the crafting menu by moving 62 craftables from 'Items' to 'Fun' (painting canvases, trophies etc)
Yesterday
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Yesterday
Fixed ballista and catapult sounds not playing in builds, missing unity event attribute
Yesterday
Skull Wall Lamp - hooked worldmodel prefab up (didnt merge properly)
Yesterday
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Yesterday
fixed annoying mvoement issues with xmas and halloween lights so you dont get stuck walking on them. Applied wood phys material to skull lamp gibs
Yesterday
merge from Halloween2026DLC
Yesterday
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Yesterday
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Yesterday
Disable turn in place on NPCs
Yesterday
exported updated warhead garage door anims
Yesterday
merge from modulator_as_struct
Yesterday
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Yesterday
Improved the existing and spammy "Model PreProcess on X: Duplicate bone name: Y and they both have colliders" warning - now only checks for colliders on "hittable" layers which actuall cause issues with duplicate bone names Add new automated test looking for these issues for all prefabs with model components Finds 34 cases where colliders will teleport impact effects / thrown projectiles around on hit Fixed some duplicated geometry in gas station, S2P
Yesterday
Lighting balance in characterstage, room is a bit darker Disabled ~20 lights that weren't really doing anything Some charactershotsettings tweaks
Yesterday
ResetStaticFields on UIInventory, fixes get_Eventsystem error when entering playmode Fix sam site server targets list not getting reset, causing error spam on subsequent play mode sessions
Yesterday
UI cleanup
Yesterday
Updating viewmodel skinning