162,391 Commits over 4,597 Days - 1.47cph!

52 Minutes Ago
Improve third-person throwing, grenade controls and launcher aiming
2 Hours Ago
Stop first-person weapon shake in third person
3 Hours Ago
Fix third-person attack alignment
3 Hours Ago
Restore binocular and scope views in third person
3 Hours Ago
Improve stash layout and upgrade controls
4 Hours Ago
Unify Outpost Supplies buying and selling
5 Hours Ago
Use Rust's standard Open interaction for furniture
5 Hours Ago
Price loot by what it is, give furniture its own contents, weight blueprints
5 Hours Ago
Fixed error overlay stacking ignoring stack trace * Console is resizeable * Console backdrop blur
6 Hours Ago
Errors will now stack unless something popped in between (console.stackerrors)
Today
Give each kind of enemy its own reward, monument guards included
Today
Stop the stash at four more rows, and stack scrap to 2,000
Today
Charge 1,000 scrap for a stash's first row and twice as much for each after
Today
Add a progress board, a furnace to unlock, kept ovens and a pay panel to the hub
Today
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Today
Basic New Game and Load Game UI on entering play mode, loads a saved procgen map or generates a new one. World outline convar is on by default. Turned off tunnels, used rubble from Primitive gamemode to block stair access. Merged some props with the tiny decorative ones on top so destroying the table/shelf etc will also destroy ashtrays, papers etc also. Bigger props on top of things you destroy will fall to the ground
Grenades drop primed if owner dies whilst aiming
Visible weapon mods on dropped world models, racks
Add rocketpack * https://files.facepunch.com/martynchapman/2026/November/14_00-26-WarlikeWoollybearcaterpillar.mp4
Replace tech tree, converation editor graph tools
Today
Fix piemenu missing backdrop blur
Today
Backdrop image in editor panels preview window
Today
Error overlay converted to panels
Today
Keep the bump reaction off riders in the extraction mode
Today
Give ground vehicles a chase camera in third person
Today
Start with the simulated acoustics switched off
Today
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Today
Removed ParticleEffectForUGUI third party, it never worked anyway
Today
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Have scouts heard from further, keep their alarm on, send guards to look, and vary their round
Today
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Today
- Restore symbols for datacache as well - Added some requested Lua functions - Entity:GetLifeState, NPC:GetLastDamageTime, NPC:ForgetUnreachable , NPC:SetGoalTolerance, NPC:GetGoalTolerance, ENT_AI:OnSeeEntity - Update `m_flLast(Player)DamageTime` for `ai` type SENTs (SNPCs) if `OnTakeDamage` hook returned value above 0. - Make fExpireTime for NPC unreachable entities a double - Internal train/pathtrack entity changes - Added NPC:CanBuildRoute - Arguments are: Vector endPos, Vector startPos = nil, number goalTolerance = -1, Entity targetEnt = NULL, bool bLocalGoodWithinTol = true - Fixed normals on props_lab/cleaver.mdl - Make combine use their crouch walk/run animations - Goofy
Today
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Today
Give sound distance: it arrives late, echoes off the land, and is wetter from afar
Today
Death screen converted
Today
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Today
Fixed F1 opening the old dev tools instead of the panels ones when ui.panels is on
Today
Keep background sounds out of the simulated reverb, and the waves out of the hub
Today
CI fixes
Today
CI setup
Today
Merge remote-tracking branch 'origin/hackweek_project_outpost' into hackweek_project_outpost
Today
Simulate acoustics: a reverb from the space, sound traced through and round walls
Today
Merge branch 'hackweek_project_outpost' of rust into hackweek_project_outpost
Today
Updated Extraction Hub Recycler Area with Set Dressing