162,340 Commits over 4,597 Days - 1.47cph!
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Added a convar for worldmodel outline so you can more easily see which props/entities can be destroyed. Added a manual 'deposit' mechanic to the dump truck to deposit components. Added some dialogue to the scientist NPC to explain progression.
Fixed hackweek_panels not compiling without local changes: regenerated the panel types and added the MenuPopup and RustSearchBar members the committed screens use
Inventory, hotbar, lootpanels converted to panels
Hold F to 'give up' whilst wounded https://files.facepunch.com/jacob/2026/November/13_11_17-56-CloudyIndianabat.mp4
* 'Time Remaining' and 'Recovery Chance' drain speeds up the longer F is held
* Stop holding F locks the recovery chance in place and continues the time remaining from where it left off
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moved recycler and vending machine to an easier spot, show the health UI when breaking items, made the entire truck a loot container to deposit items into, shrunk the truck so its easier to access. Removed puzzlereset, monuments dont reset/respawn loot anymore. Removed all NPCs
Put hackweek_project_outpost on Aux3 again
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Give scout drones a light they see by, a search, and a nuisance's health
Have guards take time to notice a raider
Removed dead post process volumes from prefabs and scenes and replaced them with RRP volumes
Animation preview: show the player body on player anim FBXs with no rig beside them
R.U.S.T Cleanup V0.0001. PvE cleanup gamemode, break down props in monuments, recycle them for junk, load up the truck with junk, earn your freedom. Use the junk to craft better tools to break more props and clean up the entire island.
Add scout drones that patrol small monuments and raise the alarm
Leave Outpost off the raid map
Merge branch 'main' into hackweek_panels
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Devtools command list tweaks
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Further improved on light leaking issues
merge from elevator_door_animator_on_model
Added the ability for Community UI to request mipmapped images (to maintain consistent visual quality; fixes sharp edges or small on-screen icons with large source resolution)
Move the elevator doors' Animators onto their models, remove the silo's dead post-process volumes and rerun s2p
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Pay more at the supplies shop, value every item, and loot above made gear
Add a supplies shop to the hub that sells basic gear and buys for scrap
Merge branch 'render_pipeline_testing' into msm_shadows
https://files.facepunch.com/Nowun/2026/November/Unity_pzYZZjD5mo.mp4 Finished an old prototype, shipping Container shelter, tier 2 solo/duo legacy shack. T2 tech tree but T0 workbench, quick mid level shelter after you get raided and lose all your shit. Can destroy the door or the shelter itself. No craft cost balance done
Put hackweek_project_outpost on Aux3 again
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Developer tools vehicles tab converted to panels
Developer tools item list converted to panels
Give guards loot by tier, and stop a dying heavy dropping the client