reporust_rebootcancel

145,636 Commits over 4,444 Days - 1.37cph!

34 Days Ago
Swapped all IO wires to use the standard shader instead of standard wire. Fixes some rendering issues, they were made transparent after some changes to the wire shader They don't really need all the features from the wire shader
34 Days Ago
Send in-game voice chat to our api - only capture audio when you holding push to talk (just like normal in-game chat) - planning to moderate for obvious racism, not for "normal in-game banter" - batch audio into up to 60s chunks
34 Days Ago
merge from heads_shadow_pass
34 Days Ago
car and glass added
34 Days Ago
Enabled hair cap on male/O material
34 Days Ago
Actual fix for neck seam on male/H
34 Days Ago
Neck seam fix on male/H
34 Days Ago
Finalized F prefabs.
34 Days Ago
Relay networking tweaks
34 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
34 Days Ago
All heads share either male or female LOD3
34 Days Ago
Finalized E
34 Days Ago
More items converted to the new io system
34 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
34 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.
34 Days Ago
Female head shadow pass/eyelashes/head shapes
34 Days Ago
Updated the subsystem layer weight on the torch
34 Days Ago
- Add walls to the pool physics simulation
34 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.
34 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
34 Days Ago
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
34 Days Ago
Fix busted deploy volume
34 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
34 Days Ago
Add seagull assets + some test scripts
34 Days Ago
small apartment update
34 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
34 Days Ago
Addressing Rust Relay packet de-duping
34 Days Ago
Added UnityEngine.UI.CanvasGroup component support to CUI
34 Days Ago
Remaining male heads, shadow pass/eyelashes/head shapes
34 Days Ago
edited 3p crouch idle anim
34 Days Ago
AND OR XOR flags fixes
34 Days Ago
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
34 Days Ago
Updated player corpse and temp ragdolls.
34 Days Ago
Merge from terrain_rrp_fix
34 Days Ago
Communal interior material fixes
34 Days Ago
Fix spectator mode using the wrong mounted rotation/position overrides
34 Days Ago
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
34 Days Ago
train_cinematic_improvements -> main
34 Days Ago
Bunch of commands to control locomotives with console commands
34 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
34 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)
34 Days Ago
the big sync
34 Days Ago
untangled changes from erik's prefab and changes from this AM
34 Days Ago
Male A-E seeds shadow pass/eyelashes
34 Days Ago
move the walls corridor to the grid
34 Days Ago
added collision for the corridor
34 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
34 Days Ago
Added image pixels per unit multiplier (so modders can modify slice scaling)
34 Days Ago
Add train control to the timeline
34 Days Ago
Added UnityEngine.UI.Mask component support to CUI