141,641 Commits over 4,505 Days - 1.31cph!

17 Minutes Ago
Use a live background in the character creator Streamline everything into a single CharacterStage prefab Cleanup old crappy static shot renderer
25 Minutes Ago
merge from paint_f1menu_fixes
25 Minutes Ago
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone. it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3 collision 34 mesh colliders -> 1 i dont t
28 Minutes Ago
Update: convert icons on DLC tab to be dynamic refs - updated StoreBundleTool to auto-update stale properties after bundle assignment - ran dyn ref bundle assign - also made CoverImage only do non-unity-null check as it was misfiring Tests: navigated through in editor both in db and bundle backends, tried standalone
29 Minutes Ago
Merge from hab_armour_damage
30 Minutes Ago
HAB armour returns parent hotairballoon health.
33 Minutes Ago
Fixed paintable dialog interactions executing (drawing, zooming, panning, orbiting) when the F1 menu is open Fixed brush preview hiding the cursor while the F1 menu is open when hovering the cursor over the paintable area Applied the fix to paintings / canvases, pumpkin, sculpture and neon dialogs Before: https://files.facepunch.com/raul/2026/August/27_16-56-RingedLimpkin.mp4 After: https://files.facepunch.com/raul/2026/August/27_16-57-LawngreenSunbittern.mp4
46 Minutes Ago
Bit more decal work on boiler room decals
1 Hour Ago
merge from main
1 Hour Ago
Attempting to fix pipe access point procgen spawning by generating an outter and inner terrain anchor ring to look for 'flat' terrain underneath the prefab, s2c
1 Hour Ago
Tooltip pass
1 Hour Ago
fix override in last change
1 Hour Ago
Added 50x50cm pipe corner variant to Pipe Kit B. UV'd wires in boiler room + Decal polish.
1 Hour Ago
Set translation strings
1 Hour Ago
Move gamepad options to their new section in the left bar now that there's a bunch.
1 Hour Ago
reduce network range of critters
1 Hour Ago
Implement gamepad cursor acceleration and options
2 Hours Ago
merge from ocean_sim_waterlevel_trace_fix
2 Hours Ago
Added the missing channel mixer post process effect to the nvg RRP volume asset
2 Hours Ago
Boat building station deployment works with env.oceanlevel != 0 Allowed setting env.oceanlevel to negative values, whats the worst that could happen...
2 Hours Ago
merge from glass_ar
2 Hours Ago
Crystal AR - renamed entities for consistency with other AR's, fixed missing starting ammo
2 Hours Ago
Reduce gamepad cursor speed significantly when moving a UI slider. Implement value snapping for UI sliders when using gamepad cursor. Left trigger also stacks with this to further reduce move speed for precise UI slider control.
3 Hours Ago
merge from main
3 Hours Ago
Holding left trigger reduces gamepad cursor speed. Exposed cursor speed and left-trigger-held cursor speed values as convars. Add options to UI Add left trigger to menu VDF config file.
3 Hours Ago
merge from midi_warmup
3 Hours Ago
remove debug logging
4 Hours Ago
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
4 Hours Ago
Missing files Turn off prediction for firecrackers and survery charges
4 Hours Ago
main -> character_customisation
4 Hours Ago
Fixed unpowered water pump acting as a gravity source
5 Hours Ago
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins LOD0 999 verts, was 1,391 so it never batched inside 10m the whole chain LOD0-3 now batches, around 30 to a draw call per band
5 Hours Ago
Added the missing night light renderer feature to the DefaultRustRenderer asset
5 Hours Ago
merge from glass_ar
5 Hours Ago
merge from main
5 Hours Ago
Crystal AR - updated item names & descriptions, tweaked sapphire material
6 Hours Ago
Fixed the ambient lighting on view model objects being incorrect when looking at the sun
6 Hours Ago
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
6 Hours Ago
Undo: pulling in originals is unnecessary atm Not doing it avoids accidentally pulling in unexpected prefabs that can be used outside the dynamic bundle Tests: none
6 Hours Ago
Industrial crafter doesnt need to be started again after a power loss
Today
Cherry Picked 162328 (Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer)
Today
Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer
Today
optimised small stash and gave it a world model removed the fraying geometry that carried a second material on LOD0/LOD1 tht was never displayed anyway. submeshes LOD0/LOD1 2 > 1 now both draw in one call instead of two converted to MeshLOD - also removed a duplicate Model component that had been sat on the root since 2019 new small_stash.worldmodel so you can see what you're dropping instead of burlap sack. LOD0 is cheaper than burlap sack. Updated MissionStash, DynamicMissionStash and LogStash which embeded the same meshes and still had the old 2-slot material array against a now 1-submesh mesh. converted those to MeshLOD as well
Today
Gamepad cursor can be resized. Added UI slider to gamepad options
Today
Create a nicer cursor in code for now. Change colour on hover state.
Today
Refactor my quick merge fix
Today
Merge from main, including fixes
Today
Merge from playerboat_decay_fix
Today
merge from main
Today
merge from main