145,254 Commits over 4,413 Days - 1.37cph!

Just Now
m16a2 textures update
Just Now
Mortar animation update to use the player update content
Just Now
update: m16a2 textures , shading fixed on worldmodel
4 Minutes Ago
Merge: from main
5 Minutes Ago
Initial conversion of fuel count display from just text to blocks.
7 Minutes Ago
Fixed drone config screen inputfield config type
12 Minutes Ago
some more set dressing, some foliage culling around the marketplace to aerate a bit material tweaks to sign
15 Minutes Ago
Merge from main
19 Minutes Ago
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
19 Minutes Ago
Trigger an explosion at state transition too.
26 Minutes Ago
Disable gravity for satellite. Set free_power to true in the editor. Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
38 Minutes Ago
merge rust_relay_server -> main
39 Minutes Ago
merge main -> rust_relay_server
52 Minutes Ago
ensure position updates are networked to fake player
53 Minutes Ago
Codegen
54 Minutes Ago
Merge from PlayerRigUpdate2
57 Minutes Ago
Added mannequin skinset subset, fixes NRE/kick
1 Hour Ago
Merge from main
1 Hour Ago
Merge from prototyping
1 Hour Ago
Merge from combine
1 Hour Ago
FIx NRE in SprayCan
1 Hour Ago
Merge from industrial_dlc
4 Hours Ago
merge from fix_editor_reflection_probe_delay -> main
4 Hours Ago
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
4 Hours Ago
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
5 Hours Ago
merge from optimize_generate_textures_alloc -> main
5 Hours Ago
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
Hair test
Today
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Today
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Today
Regenerate font with all characters
Today
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
Today
Add dripping font for the apartment door numbers
Today
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
Today
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
Today
merge from main -> optimize_generate_textures_alloc
Today
Implement IO entity reskinning with the new system, will now always nicely adjust any connected wires / pipes to the new positions: https://files.facepunch.com/cipeaX/2026/May/21_01-08-RightBighorn.mp4
Today
Add culling sphere component to the apartments
Today
Add culling support for apartment furniture - start with large spheres around each apartment - add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
Today
Update: Codegen Tests: builds
Today
Merge: from main Needs codegen
Today
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
Today
Update: add StringView-to-numeric extensions Tests: ran unit tests
Fixed mid-length hair being skinned to eyes
Today
Clean(tests): get rid of redundant profiling code Tests: builds
Today
Fix a bug causing io lines to not update correctly when multiple storage adaptors on the same barrel have connections between themselves
Today
Optim: BuildCommand - remove another Substring alloc via StringView Down to 3 allocs/0.34KB per call Tests: ran a couple commands with and without args
Today
Reconnect apartment doors to apartment prefabs
Today
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
Today
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs