162,361 Commits over 4,597 Days - 1.47cph!
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Have scouts heard from further, keep their alarm on, send guards to look, and vary their round
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- Restore symbols for datacache as well
- Added some requested Lua functions
- Entity:GetLifeState, NPC:GetLastDamageTime, NPC:ForgetUnreachable , NPC:SetGoalTolerance, NPC:GetGoalTolerance, ENT_AI:OnSeeEntity
- Update `m_flLast(Player)DamageTime` for `ai` type SENTs (SNPCs) if `OnTakeDamage` hook returned value above 0.
- Make fExpireTime for NPC unreachable entities a double
- Internal train/pathtrack entity changes
- Added NPC:CanBuildRoute
- Arguments are: Vector endPos, Vector startPos = nil, number goalTolerance = -1, Entity targetEnt = NULL, bool bLocalGoodWithinTol = true
- Fixed normals on props_lab/cleaver.mdl
- Make combine use their crouch walk/run animations
- Goofy
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Give sound distance: it arrives late, echoes off the land, and is wetter from afar
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Fixed F1 opening the old dev tools instead of the panels ones when ui.panels is on
Keep background sounds out of the simulated reverb, and the waves out of the hub
Merge remote-tracking branch 'origin/hackweek_project_outpost' into hackweek_project_outpost
Simulate acoustics: a reverb from the space, sound traced through and round walls
Merge branch 'hackweek_project_outpost' of rust into hackweek_project_outpost
Updated Extraction Hub Recycler Area with Set Dressing
FPV Goggles and FPV Drone - Made the FPV Goggles function as intended; they allow the user wearing them to control RC units as long as the battery isn't empty. Spawns a ComputerStation parented to the player, so the distance to the drone is computed every time. Adjusted a bunch of files that required the player to be mounted in order to use a computerstation, plus many other small changes to allow this to work.
*https://files.facepunch.com/mauroavalos/2026/November/13_16-00-SociableDodo.mp4
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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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