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142,645 Commits over 4,413 Days - 1.35cph!

Yesterday
car and glass added
Yesterday
Enabled hair cap on male/O material
Yesterday
Actual fix for neck seam on male/H
Yesterday
Neck seam fix on male/H
Yesterday
Finalized F prefabs.
Yesterday
Relay networking tweaks
Yesterday
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
Yesterday
All heads share either male or female LOD3
Yesterday
Finalized E
Yesterday
More items converted to the new io system
Yesterday
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
Yesterday
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.
Yesterday
Female head shadow pass/eyelashes/head shapes
Yesterday
Updated the subsystem layer weight on the torch
Yesterday
- Add walls to the pool physics simulation
Yesterday
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.
Yesterday
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
Yesterday
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
Yesterday
Fix busted deploy volume
Yesterday
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
Yesterday
Add seagull assets + some test scripts
Yesterday
small apartment update
Yesterday
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
Yesterday
Addressing Rust Relay packet de-duping
Yesterday
Added UnityEngine.UI.CanvasGroup component support to CUI
Yesterday
Remaining male heads, shadow pass/eyelashes/head shapes
Yesterday
edited 3p crouch idle anim
Yesterday
AND OR XOR flags fixes
Yesterday
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
Yesterday
Updated player corpse and temp ragdolls.
Yesterday
Merge from terrain_rrp_fix
Yesterday
Communal interior material fixes
Yesterday
Fix spectator mode using the wrong mounted rotation/position overrides
Yesterday
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
Yesterday
train_cinematic_improvements -> main
Yesterday
Bunch of commands to control locomotives with console commands
Yesterday
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
Yesterday
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)
Yesterday
the big sync
Yesterday
untangled changes from erik's prefab and changes from this AM
Yesterday
Male A-E seeds shadow pass/eyelashes
Yesterday
move the walls corridor to the grid
Yesterday
added collision for the corridor
Yesterday
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
Yesterday
Added image pixels per unit multiplier (so modders can modify slice scaling)
Yesterday
Add train control to the timeline
Yesterday
Added UnityEngine.UI.Mask component support to CUI
Yesterday
Initial test
Yesterday
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
Yesterday
main -> game_room_dlc