reporust_rebootcancel

159,353 Commits over 4,597 Days - 1.44cph!

Today
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Remove requirement to hold firemode button to change stock, now a single press
Minor UI adjustments
Fix skins not applying on thrown weapons whilst in flight Fix workshop skins still being applied if the skin application was reset during an in progress skin load
Today
Merge from main
Today
Player/horse modifier pooling. Bunch of related fixes.
Today
Missed lake blend texture
Today
Merge from gamepad_focus_nre
Today
Merge from main
Today
Control focus NRE fix
Today
Increased radius of Lake C slightly to include blends and terrain splat/sculpt. Regenerated terrain anchors with new blend based script. Slightly gentler tolerances now.
Today
Merge from main
Today
Reduced blend and increased radius of Oasis B slightly so that they marry up better. Regenerated terrain anchors with new blend-based script, should be better in super hilly spots now. S2P.
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped Fixes the reload continuing in third person when switching between identical guns
Yesterday
Yesterday
Yesterday
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty) Increased sprintmetabolismscale to 1.3 (30%) Scale is now decided by a new stat on armour - Sprint Effort Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic WIP values for now: Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100% Heavy Plate set = 100% Ballistic set (helmet + vest + legs) = 75% Wood set = 40% Naked, burlap or cloth basics = no penalty at all
Yesterday
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Yesterday
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Yesterday
Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
Yesterday
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Yesterday
Testing out converting our voice and radio streaming process to use Unity's new IAudioGenerator interface, performance seems underwhelming (our existing implementations are pretty fast) Just parking on a branch for posterity
Yesterday
Fixed hoppers not collecting body bags
Yesterday
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Yesterday
build fix
Yesterday
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Yesterday
Fix harmless ch47 sounds NRE when disconnecting from a server
Yesterday
fix laser stretching in laserjobs
Yesterday
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Yesterday
Merge from ballista_bolt_fix
Yesterday
Fixed ballista bolts not working (regression)
Yesterday
remove stray sound anim event with no sound assigned from shears deploy
Yesterday
Add search utility to tech trees https://files.facepunch.com/martynchapman/2026/November/04_22-38-LuxuriousHydatidtapeworm.mp4
Yesterday
Merge from audio_import_changes
Yesterday
Mark all animal footsteps and cow moos as decompress on load
Yesterday
fix melee subsystem nre
Yesterday
Add dynamic monument map marker entity, which can change label text and position at runtime
Yesterday
Merge fixes
Yesterday
Merge from rustplus_remove_direct
Yesterday
early out water caustics where surface mask is 0 (no water)
Yesterday
increase water foam indirect lighting contribution so it's actually visible in shadow
Yesterday
fix turn in place rotation getting set twice per frame in first person leading to pops
Yesterday
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Yesterday
Fixed landlocked lakes near the spawn beach sometimes creating valid spawn points, players can now only spawn on true beaches. Also fixes lighthouses spawning inland and not off the beach. PlaceMonuments and SpawnHandler both use an outside-in floodfill ocean check to distinguish inland ocean topology with real connected ocean.
Yesterday
Extended the Rail Lift stage to also fix any floating rails (pre-existing to cs170256), this could happen at a junction where one rail goes uphill but the lower rail sculpts terrain from underneath the other.
Yesterday
first pass at npc routines + editor authoring
Yesterday
fix water wheel menu NRE