Инструменты
Онлайн расчёт крафта ресурсов, рейд-калькулятор, переработка предметов, база NPC квестов и отслеживание обновлений и коммитов кода.
🛠️ Крафт
Расчёт сырья и времени
💥 Рейд
Расчёт взрывчатки
♻️ Переработка
Выход сырья из предметов
📜 NPC Квесты
Задания и награды персонажей
📜 Ченжлог
Билды и коммиты обновлений
📜 Обновления и коммиты Rust
Отслеживание обновлений Steam-депотов, номеров билдов и коммитов в исходном коде разработчиков Facepunch.
📦 Мониторинг веток и депотов Steam (App 252490)
Автоматический анализ манифестов, объёмов обновлений, коммитов разработчиков и консольных команд отката.
🟢 РЕЛИЗ
⏱️ 13.10.2026 09:44
Build #25903346
Changelist: 39772379
🖥️ Windows Server (Depot 252494):
GID #92308948...
Размер на диске / Скачивание:
51.06 ГБ / 30.02 ГБ
📦 Windows Client (Depot 252492):
GID #62269934...
Размер на диске / Скачивание:
6.63 ГБ / 3.02 ГБ
👨💻 Коммиты разработчиков (100):
Facepunch Repo
Adam W
13.10 09:47
Tooltip bind lookup fix
Flavien
13.10 09:40
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time
Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot
Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
jeddooo
13.10 09:36
Adding dweller mace viewmodel rig
hannah.watts
13.10 09:32
Merge from main
Flavien
13.10 09:28
merge from main
Adam W
13.10 09:18
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
Felix
13.10 09:15
Merge from main
Felix
13.10 09:14
Fix motion vector pass being culled when ocean is present
Adam W
13.10 09:08
Merge from main (actually latest this time)
jeddooo
13.10 09:03
Updating tattoo rig with updated mesh
Adam W
13.10 09:02
Merge from main, and fix MapInterface marker conflict
Dayaan
13.10 08:56
Merge from render_pipeline_testing
Dayaan
13.10 08:55
Merge from render_pipeline_testing
Adam W
13.10 08:50
Merge from fp_sw_glyph_fixes
Adam W
13.10 08:49
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
jeddooo
13.10 08:33
Updating flail viewmodel rig
wes.b
13.10 08:33
Forward jump down animations for cow and sheep
Dayaan
13.10 07:30
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
13.10 07:08
Handmade SMG damage Increased 20 > 21
Jarryd Campi
13.10 05:52
▄▆▄▆▅█▋▍ ▉▋▆ ▍▉▇▅█▅▊ ▉█▍▄▇ ▆▍ ▉▇ █▆█ ▌▋▇▆▅▇▄▅▄▄ ▋▌▉▉▋ ▍▍ ▊▅▋▌ ▌▍█▆ ▄▍▌ ▇▉▅▇▊▄▌█ ▊▇▅▌▇▍▊█▊▅█▋▉▍▊▊▆▉ ▊▄▌ ▌▍▅▇▅▋▉ ▍█ ▅▉▊▇▆▊█▆▇▌▆█▋▅▉▅▇▇▍█▄▅█▌▉▋▇▄▉▆▆▅▉▆▍▍▄▅▋▄▅ ▍▆▋▋▇▄▋▉▅ ▌▇▉█▇▄▄▌ ▋▉▆█▋▄▊▅▌ ▉▆▊▅▅▊▌▆▅ ▌▊▄▆▊▊█▇ █▌▉ ▄▍▌▌▆█▅▋
Jarryd Campi
13.10 05:02
Merge from car_spawning_prefill
Jarryd Campi
13.10 05:01
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
Jarryd Campi
13.10 04:51
Manifest update
Jarryd Campi
13.10 04:36
Merge from main
Jarryd Campi
13.10 04:35
Merge from prototype_draggable_markers
Can now drag map markers on the map screen with MMB
Jarryd Campi
13.10 04:30
▉▊▄▅▋▌ █▇▆▌▉█▍ ▍▄▉ ▄▄▇▋▆█▄
Jarryd Campi
13.10 04:12
▉▄▊▊▌▅ ▉▇▍▅ ▄▌▊▍
Dayaan
13.10 04:10
Merge from terrain_watermap_test
Dayaan
13.10 04:09
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
Jarryd Campi
13.10 03:57
Merge from livestock_digestion_boost
Jarryd Campi
13.10 03:56
Cleanup
Jarryd Campi
13.10 03:52
Merge fixes
Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage)
Animals eat a booster item from the trough over any other item
Jarryd Campi
13.10 02:24
Merge from main (sketchy merge, need to revert any behaviour changes)
Flavien
13.10 02:21
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
Flavien
13.10 02:17
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away
Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable
Saves 0.1ms when firing the AK
Jarryd Campi
13.10 02:13
Merge from hardcore_changes_nov_26
Flavien
13.10 01:20
Reduced the amount of pooled pilot codelock 200 -> 25
Keylock 1 -> 50
Flavien
13.10 01:16
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
Flavien
13.10 01:15
Reduced the amount of pooled ballista projectiles 100 -> 3
Jarryd Campi
13.10 00:48
Modified hardcore upkeep values
Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite
Vanilla: 0.1/0.15/0.2/0.33
Old Hardcore: 0.2/0.3/0.4/0.66
New hardcore: 0.1/0.15/0.25/0.4
New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
Flavien
13.10 00:44
merge from main
Dayaan
13.10 00:42
Merge from main
Flavien
13.10 00:41
Reviewed the amount of bullet impacts and decals we prewarm
- Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others.
- Glass impact 25 -> 32, it stays alive for 4s+
- Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
Jarryd Campi
13.10 00:36
Merge from warm_prefabs_measure
Jarryd Campi
13.10 00:25
Merge from tree_hit_forgiveness
Flavien
13.10 00:22
Prewarm 10 copies of each sound templates, they were all set to 1
small-sound gets 50
Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Jarryd Campi
13.10 00:22
Added a level of hit forgiveness if the player is attacking a thin tree and misses
Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk)
If the player misses, we do an additional sweep of 0.12m to try and hit the tree
Jarryd Campi
13.10 00:12
~Update manifest, last merge broke play mode
Flavien
13.10 00:07
Fixed all the references to the default unity Quad in particles not actually using it
Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered
It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737
Ian Henderson
12.10 23:56
▋ █▋█▊█▅▉ ▄▍▌▅ ▍▉ ▉▋▄▅▄▆ ▇▊▄▄▉█▋ ▍▉▋ ▄▅▊ ▆▄▍ ▌▍▇▌ ▄▋ █▊▆ ▇▍▍▍ ▆▆▉▍▍▊▄
Jarryd Campi
12.10 23:49
Merge from car_spawning_prefill
Modular cars spawned in the wild now have half of their engine slots filled with low quality parts
These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running
Jarryd Campi
12.10 23:40
Merge from halloween_2026_update
Jarryd Campi
12.10 23:39
Exiting the halloween/xmas portals now shows exit as an interaction prompt
Jarryd Campi
12.10 23:29
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv
Also applied a 1s cache to prevent it hammering physics too much
lamalove
12.10 23:23
Merge from main
lamalove
12.10 23:20
WIP fixes
cipeaX
12.10 23:04
~merge from hotreload_playmode_brick_fix
cipeaX
12.10 23:01
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
Nick.H
12.10 23:00
Fixed halloween NPCs spawning inside safezones
cipeaX
12.10 22:54
Skip ItemIcon refreshing while not visible, now deferred to when the inventory opens
Before, any hidden icons would refresh on inventory changes, for example updating their amount and hover text every time you shot a gun
Also avoid some unnecessary OnItemAmountChanged broadcasts and hover text rebuild if data didn't change
Flavien
12.10 22:51
Stop HideIfAiming deactivating the muzzle flash once its particles finish. Every reused attack effect had to reactivate it
Was spiking up to ~5-7ms in a build and only 0.2ms in editor somehow, now 0
It points at ParticleSystemRenderer::UpdateCachedMesh, checking that next
Nick.H
12.10 22:50
Fixed dead halloween and easter candies persisting after server restart
matt.i
12.10 22:25
merge from halloween_2026_dlc
Jarryd Campi
12.10 22:19
Merge from skim_changes
Jarryd Campi
12.10 22:18
Fix food spoliling in workbench recycle bin upgrade container
Adam W
12.10 22:02
Add VDF files for 6 missing gamepad types.
Update gamepad manifest.
Flavien
12.10 21:57
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play
RecycleSound in editor:
~0.45ms -> ~0.25ms
The occasional 1ms "flush dsp connections" is gone
cipeaX
12.10 21:53
Fix SelectedBlueprint.CanCraft running every frame while the crafting menu is closed, small but unnecessary
matt.i
12.10 21:53
scrap king building skin steam item setup
Adam W
12.10 21:48
Add support for major/minor revision bumping.
Update all gamepad configs with this data.
Update validation to always check/catch chamges.
cipeaX
12.10 21:47
Fix all skinned items allocating on every inventory update when getting their icon sprite
Adam W
12.10 21:38
Attack/AttackAlt are now Button actions on the triggers' soft pull so players can rebind fire/aim to any button (per Valve guidance).
Update all action sets/configs to match,
cipeaX
12.10 21:18
merge from main
Adam W
12.10 21:04
Stop any rumble in Deactivate
Ian Henderson
12.10 20:19
▆ ▋ ▆█▍▄▋ ▇▋▅▆ ▌▋▇▍▇ ▊▅▅ █▍▅▌ ▇▍▄▌▄▋▌ ▅▊▆▉▇▇█ ▇▌▉▅▋ ▊█▇▆▆▆ ▇▄▊▍▉▍▄ ▅▍▌ █▌▆▊▊▍▄▊▊ ▅▍▊▍▇▇ ▉▇ ▆▉█ ▄▋▌▊ ▊▋▅▆▅▆▉▆█ ▉▍▍▇█ ▄▊▇▊▉ ▄▆▊▄ ▇▉▍▊▋▊█▌▊▄▊▄▍▋▋██ ▉▋▆▇
Ian Henderson
12.10 20:12
▆ ▉█▉▅▉ ▍▇▆▊ ▇▋▍▆ ▅▌▍▊▄▍█ ▅ ▅▍▊██▉▊▉ ▊▊▊█ ▍▅▄▊ ▅▇▄ ▉▇▍▅ ▊ ▌▅▍█ ▅▅ ▉▅▆▄██▍▊ ▅▇▋▊▄
Brian
12.10 20:06
merge from render_pipeline_testing
Brian
12.10 20:05
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
Adam W
12.10 20:04
Try/catch the gamepad update loop, disable on any error errors.
Flavien
12.10 19:56
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update)
Only rebuilds when the inventory is open now
octo
12.10 19:51
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
Jake_Rich
12.10 19:43
merge from cache_entity_links -> main
Jake_Rich
12.10 19:39
Update comment
cipeaX
12.10 19:33
merge from automated_testing
cipeaX
12.10 19:33
Get rid of some debug logs spamming related to halloween dungeon spawning
Jake_Rich
12.10 19:33
Re-add the "Restoring X/100,000 links" for cases where the cache links aren't used
Brian
12.10 19:30
merge from render_pipeline_testing
Brian
12.10 19:27
fix RRP drawing ocean after water bodies
cipeaX
12.10 19:27
Halloween stringlights
Improve deployment, stop clipping, fix groundwatch, reduce network range, remove snapping
All tests pass
Nick.H
12.10 19:12
▍ ▌▇▉▆▋ ▅▌▅▉▄▍▆ ▅▄▆▅▆ ▅▅▄▄ ▉█ ▇▆▄▄█ ▄█▍▇▊█▋ ▋▅ █▉▋██▆▋▊▊ ▊▋▅▇▆▊█▊▍▇▍ ▅▍▊▄ ▇▅▄ ▅▊▊▊ ▇█▍ ▋▊ █▊▊▇▊▋ ▊▇▇▇▊▆▆ ▌▄▉█▌ ▍▉▌ ▊▅▇▅▊▍▄▄▇▊▇█ ▄▄▍ ▆▍▇█▇ ▇▊▍ █▋▌▋ ▊▅▍▊ ▄▆▋▋█ ▇▅▍▋▊▇▍▋▇▋▆
Flavien
12.10 19:12
Pool 3 copies of thrown melee weapon and tool projectiles instead of 100. No point in filling our pool with 3900 copies you'll rarely see more than 3 of at the same time
Saves around 50MB of memory and gives me some leeway to eat that with gun effects next
Jake_Rich
12.10 19:05
Pass `serverStartup` parameter into RestoringLoadedEntityLinks() so we don't call RCON.Update() when pasting with copypaste
- probably harmless but it bugged me
Adam W
12.10 19:04
Increase stick move distance required to activate gamepad
Jake_Rich
12.10 19:01
merge from cache_ocean_path -> main
Ian Henderson
12.10 18:50
Codegen
Jake_Rich
12.10 18:49
Codegen
Ian Henderson
12.10 18:48
Remove three unused floats (skincol, skintex, skinmesh) from all player net messages that havent been used since 2016
Defaults were set to -1 so included in the proto
Saves 17 bytes per player
Jake_Rich
12.10 18:48
Optimize server startup time by caching the ocean patrol path on disk (158s -> 138s)
- same idea as server occlusion grid being saved
- can increase version number to regenerate next restart
- convar `regenerate_ocean_path` will cause it to regenerate it next startup too
cipeaX
12.10 18:42
merge from main
Flavien
12.10 18:40
Prewarm 5 copies of each ricochet effect instead of 1, first magazine dumped after connecting created up to 2 more per prefab at ~0.5ms each
🟡 ВНУТРЕННЯЯ
⏱️ 13.10.2026 09:44
Build #25903346
Changelist: 39772379
💬 GPU skinning test
🖥️ Windows Server (Depot 252494):
GID #92308948...
Размер на диске / Скачивание:
51.06 ГБ / 30.02 ГБ
📦 Windows Client (Depot 252492):
GID #62269934...
Размер на диске / Скачивание:
6.63 ГБ / 3.02 ГБ
👨💻 Коммиты разработчиков (100):
Facepunch Repo
Adam W
13.10 09:47
Tooltip bind lookup fix
Flavien
13.10 09:40
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time
Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot
Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
jeddooo
13.10 09:36
Adding dweller mace viewmodel rig
hannah.watts
13.10 09:32
Merge from main
Flavien
13.10 09:28
merge from main
Adam W
13.10 09:18
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
Felix
13.10 09:15
Merge from main
Felix
13.10 09:14
Fix motion vector pass being culled when ocean is present
Adam W
13.10 09:08
Merge from main (actually latest this time)
jeddooo
13.10 09:03
Updating tattoo rig with updated mesh
Adam W
13.10 09:02
Merge from main, and fix MapInterface marker conflict
Dayaan
13.10 08:56
Merge from render_pipeline_testing
Dayaan
13.10 08:55
Merge from render_pipeline_testing
Adam W
13.10 08:50
Merge from fp_sw_glyph_fixes
Adam W
13.10 08:49
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
jeddooo
13.10 08:33
Updating flail viewmodel rig
wes.b
13.10 08:33
Forward jump down animations for cow and sheep
Dayaan
13.10 07:30
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
13.10 07:08
Handmade SMG damage Increased 20 > 21
Jarryd Campi
13.10 05:52
▄▆▄▆▅█▋▍ ▉▋▆ ▍▉▇▅█▅▊ ▉█▍▄▇ ▆▍ ▉▇ █▆█ ▌▋▇▆▅▇▄▅▄▄ ▋▌▉▉▋ ▍▍ ▊▅▋▌ ▌▍█▆ ▄▍▌ ▇▉▅▇▊▄▌█ ▊▇▅▌▇▍▊█▊▅█▋▉▍▊▊▆▉ ▊▄▌ ▌▍▅▇▅▋▉ ▍█ ▅▉▊▇▆▊█▆▇▌▆█▋▅▉▅▇▇▍█▄▅█▌▉▋▇▄▉▆▆▅▉▆▍▍▄▅▋▄▅ ▍▆▋▋▇▄▋▉▅ ▌▇▉█▇▄▄▌ ▋▉▆█▋▄▊▅▌ ▉▆▊▅▅▊▌▆▅ ▌▊▄▆▊▊█▇ █▌▉ ▄▍▌▌▆█▅▋
Jarryd Campi
13.10 05:02
Merge from car_spawning_prefill
Jarryd Campi
13.10 05:01
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
Jarryd Campi
13.10 04:51
Manifest update
Jarryd Campi
13.10 04:36
Merge from main
Jarryd Campi
13.10 04:35
Merge from prototype_draggable_markers
Can now drag map markers on the map screen with MMB
Jarryd Campi
13.10 04:30
▉▊▄▅▋▌ █▇▆▌▉█▍ ▍▄▉ ▄▄▇▋▆█▄
Jarryd Campi
13.10 04:12
▉▄▊▊▌▅ ▉▇▍▅ ▄▌▊▍
Dayaan
13.10 04:10
Merge from terrain_watermap_test
Dayaan
13.10 04:09
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
Jarryd Campi
13.10 03:57
Merge from livestock_digestion_boost
Jarryd Campi
13.10 03:56
Cleanup
Jarryd Campi
13.10 03:52
Merge fixes
Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage)
Animals eat a booster item from the trough over any other item
Jarryd Campi
13.10 02:24
Merge from main (sketchy merge, need to revert any behaviour changes)
Flavien
13.10 02:21
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
Flavien
13.10 02:17
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away
Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable
Saves 0.1ms when firing the AK
Jarryd Campi
13.10 02:13
Merge from hardcore_changes_nov_26
Flavien
13.10 01:20
Reduced the amount of pooled pilot codelock 200 -> 25
Keylock 1 -> 50
Flavien
13.10 01:16
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
Flavien
13.10 01:15
Reduced the amount of pooled ballista projectiles 100 -> 3
Jarryd Campi
13.10 00:48
Modified hardcore upkeep values
Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite
Vanilla: 0.1/0.15/0.2/0.33
Old Hardcore: 0.2/0.3/0.4/0.66
New hardcore: 0.1/0.15/0.25/0.4
New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
Flavien
13.10 00:44
merge from main
Dayaan
13.10 00:42
Merge from main
Flavien
13.10 00:41
Reviewed the amount of bullet impacts and decals we prewarm
- Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others.
- Glass impact 25 -> 32, it stays alive for 4s+
- Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
Jarryd Campi
13.10 00:36
Merge from warm_prefabs_measure
Jarryd Campi
13.10 00:25
Merge from tree_hit_forgiveness
Flavien
13.10 00:22
Prewarm 10 copies of each sound templates, they were all set to 1
small-sound gets 50
Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Jarryd Campi
13.10 00:22
Added a level of hit forgiveness if the player is attacking a thin tree and misses
Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk)
If the player misses, we do an additional sweep of 0.12m to try and hit the tree
Jarryd Campi
13.10 00:12
~Update manifest, last merge broke play mode
Flavien
13.10 00:07
Fixed all the references to the default unity Quad in particles not actually using it
Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered
It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737
Ian Henderson
12.10 23:56
▋ █▋█▊█▅▉ ▄▍▌▅ ▍▉ ▉▋▄▅▄▆ ▇▊▄▄▉█▋ ▍▉▋ ▄▅▊ ▆▄▍ ▌▍▇▌ ▄▋ █▊▆ ▇▍▍▍ ▆▆▉▍▍▊▄
Jarryd Campi
12.10 23:49
Merge from car_spawning_prefill
Modular cars spawned in the wild now have half of their engine slots filled with low quality parts
These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running
Jarryd Campi
12.10 23:40
Merge from halloween_2026_update
Jarryd Campi
12.10 23:39
Exiting the halloween/xmas portals now shows exit as an interaction prompt
Jarryd Campi
12.10 23:29
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv
Also applied a 1s cache to prevent it hammering physics too much
lamalove
12.10 23:23
Merge from main
lamalove
12.10 23:20
WIP fixes
cipeaX
12.10 23:04
~merge from hotreload_playmode_brick_fix
cipeaX
12.10 23:01
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
Nick.H
12.10 23:00
Fixed halloween NPCs spawning inside safezones
cipeaX
12.10 22:54
Skip ItemIcon refreshing while not visible, now deferred to when the inventory opens
Before, any hidden icons would refresh on inventory changes, for example updating their amount and hover text every time you shot a gun
Also avoid some unnecessary OnItemAmountChanged broadcasts and hover text rebuild if data didn't change
Flavien
12.10 22:51
Stop HideIfAiming deactivating the muzzle flash once its particles finish. Every reused attack effect had to reactivate it
Was spiking up to ~5-7ms in a build and only 0.2ms in editor somehow, now 0
It points at ParticleSystemRenderer::UpdateCachedMesh, checking that next
Nick.H
12.10 22:50
Fixed dead halloween and easter candies persisting after server restart
matt.i
12.10 22:25
merge from halloween_2026_dlc
Jarryd Campi
12.10 22:19
Merge from skim_changes
Jarryd Campi
12.10 22:18
Fix food spoliling in workbench recycle bin upgrade container
Adam W
12.10 22:02
Add VDF files for 6 missing gamepad types.
Update gamepad manifest.
Flavien
12.10 21:57
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play
RecycleSound in editor:
~0.45ms -> ~0.25ms
The occasional 1ms "flush dsp connections" is gone
cipeaX
12.10 21:53
Fix SelectedBlueprint.CanCraft running every frame while the crafting menu is closed, small but unnecessary
matt.i
12.10 21:53
scrap king building skin steam item setup
Adam W
12.10 21:48
Add support for major/minor revision bumping.
Update all gamepad configs with this data.
Update validation to always check/catch chamges.
cipeaX
12.10 21:47
Fix all skinned items allocating on every inventory update when getting their icon sprite
Adam W
12.10 21:38
Attack/AttackAlt are now Button actions on the triggers' soft pull so players can rebind fire/aim to any button (per Valve guidance).
Update all action sets/configs to match,
cipeaX
12.10 21:18
merge from main
Adam W
12.10 21:04
Stop any rumble in Deactivate
Ian Henderson
12.10 20:19
▆ ▋ ▆█▍▄▋ ▇▋▅▆ ▌▋▇▍▇ ▊▅▅ █▍▅▌ ▇▍▄▌▄▋▌ ▅▊▆▉▇▇█ ▇▌▉▅▋ ▊█▇▆▆▆ ▇▄▊▍▉▍▄ ▅▍▌ █▌▆▊▊▍▄▊▊ ▅▍▊▍▇▇ ▉▇ ▆▉█ ▄▋▌▊ ▊▋▅▆▅▆▉▆█ ▉▍▍▇█ ▄▊▇▊▉ ▄▆▊▄ ▇▉▍▊▋▊█▌▊▄▊▄▍▋▋██ ▉▋▆▇
Ian Henderson
12.10 20:12
▆ ▉█▉▅▉ ▍▇▆▊ ▇▋▍▆ ▅▌▍▊▄▍█ ▅ ▅▍▊██▉▊▉ ▊▊▊█ ▍▅▄▊ ▅▇▄ ▉▇▍▅ ▊ ▌▅▍█ ▅▅ ▉▅▆▄██▍▊ ▅▇▋▊▄
Brian
12.10 20:06
merge from render_pipeline_testing
Brian
12.10 20:05
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
Adam W
12.10 20:04
Try/catch the gamepad update loop, disable on any error errors.
Flavien
12.10 19:56
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update)
Only rebuilds when the inventory is open now
octo
12.10 19:51
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
Jake_Rich
12.10 19:43
merge from cache_entity_links -> main
Jake_Rich
12.10 19:39
Update comment
cipeaX
12.10 19:33
merge from automated_testing
cipeaX
12.10 19:33
Get rid of some debug logs spamming related to halloween dungeon spawning
Jake_Rich
12.10 19:33
Re-add the "Restoring X/100,000 links" for cases where the cache links aren't used
Brian
12.10 19:30
merge from render_pipeline_testing
Brian
12.10 19:27
fix RRP drawing ocean after water bodies
cipeaX
12.10 19:27
Halloween stringlights
Improve deployment, stop clipping, fix groundwatch, reduce network range, remove snapping
All tests pass
Nick.H
12.10 19:12
▍ ▌▇▉▆▋ ▅▌▅▉▄▍▆ ▅▄▆▅▆ ▅▅▄▄ ▉█ ▇▆▄▄█ ▄█▍▇▊█▋ ▋▅ █▉▋██▆▋▊▊ ▊▋▅▇▆▊█▊▍▇▍ ▅▍▊▄ ▇▅▄ ▅▊▊▊ ▇█▍ ▋▊ █▊▊▇▊▋ ▊▇▇▇▊▆▆ ▌▄▉█▌ ▍▉▌ ▊▅▇▅▊▍▄▄▇▊▇█ ▄▄▍ ▆▍▇█▇ ▇▊▍ █▋▌▋ ▊▅▍▊ ▄▆▋▋█ ▇▅▍▋▊▇▍▋▇▋▆
Flavien
12.10 19:12
Pool 3 copies of thrown melee weapon and tool projectiles instead of 100. No point in filling our pool with 3900 copies you'll rarely see more than 3 of at the same time
Saves around 50MB of memory and gives me some leeway to eat that with gun effects next
Jake_Rich
12.10 19:05
Pass `serverStartup` parameter into RestoringLoadedEntityLinks() so we don't call RCON.Update() when pasting with copypaste
- probably harmless but it bugged me
Adam W
12.10 19:04
Increase stick move distance required to activate gamepad
Jake_Rich
12.10 19:01
merge from cache_ocean_path -> main
Ian Henderson
12.10 18:50
Codegen
Jake_Rich
12.10 18:49
Codegen
Ian Henderson
12.10 18:48
Remove three unused floats (skincol, skintex, skinmesh) from all player net messages that havent been used since 2016
Defaults were set to -1 so included in the proto
Saves 17 bytes per player
Jake_Rich
12.10 18:48
Optimize server startup time by caching the ocean patrol path on disk (158s -> 138s)
- same idea as server occlusion grid being saved
- can increase version number to regenerate next restart
- convar `regenerate_ocean_path` will cause it to regenerate it next startup too
cipeaX
12.10 18:42
merge from main
Flavien
12.10 18:40
Prewarm 5 copies of each ricochet effect instead of 1, first magazine dumped after connecting created up to 2 more per prefab at ~0.5ms each
⚪ ПАТЧ LAST-MONTH
⏱️ 28.09.2026 01:46
Build #25567513
Changelist: 39772379
💬 Last months patch
🖥️ Windows Server (Depot 252494):
GID #45043027...
Размер на диске / Скачивание:
49.99 ГБ / 29.28 ГБ
📦 Windows Client (Depot 252492):
GID #81392211...
Размер на диске / Скачивание:
6.46 ГБ / 2.93 ГБ
⚪ ПАТЧ LAST-LAST-MONTH
⏱️ 20.08.2026 14:57
Build #24840484
Changelist: 39772379
💬 Last last months patch
🖥️ Windows Server (Depot 252494):
GID #64276490...
Размер на диске / Скачивание:
50.7 ГБ / 29.45 ГБ
📦 Windows Client (Depot 252492):
GID #31263484...
Размер на диске / Скачивание:
6.62 ГБ / 2.97 ГБ
Детальный разбор билда
Подробная статистика депотов, манифестов и команд консоли.
👨💻
Jarryd Campi
в репозитории
13.10.2026 05:02
rust_reboot (ветка main)
Merge from car_spawning_prefill
👨💻
Jarryd Campi
в репозитории
13.10.2026 05:01
rust_reboot (ветка main/car_spawning_prefill)
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
👨💻
Jarryd Campi
в репозитории
13.10.2026 04:51
rust_reboot (ветка main/Livestock_animals/shears)
Manifest update
👨💻
Jarryd Campi
в репозитории
13.10.2026 04:36
rust_reboot (ветка main/Livestock_animals/shears)
Merge from main
👨💻
Jarryd Campi
в репозитории
13.10.2026 04:35
rust_reboot (ветка main)
Merge from prototype_draggable_markers
Can now drag map markers on the map screen with MMB
👨💻
Jarryd Campi
в репозитории
13.10.2026 04:30
rust_reboot (ветка ▆▊▍▇▋█▌▄█▄▅▅█▇▌▋▊▋▌▍▊▄)
▉▊▄▅▋▌ █▇▆▌▉█▍ ▍▄▉ ▄▄▇▋▆█▄
👨💻
Jarryd Campi
в репозитории
13.10.2026 04:12
rust_reboot (ветка ▊▇▆▋▇▄▍▍▋▉█▊▊▉▌▆▆▍▆▅█▇)
▉▄▊▊▌▅ ▉▇▍▅ ▄▌▊▍
👨💻
Dayaan
в репозитории
13.10.2026 04:10
rust_reboot (ветка main)
Merge from terrain_watermap_test
👨💻
Dayaan
в репозитории
13.10.2026 04:09
rust_reboot (ветка main/terrain_watermap_test)
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
👨💻
Jarryd Campi
в репозитории
13.10.2026 03:57
rust_reboot (ветка main)
Merge from livestock_digestion_boost
👨💻
Jarryd Campi
в репозитории
13.10.2026 03:56
rust_reboot (ветка main/livestock_digestion_boost)
Cleanup
👨💻
Jarryd Campi
в репозитории
13.10.2026 03:52
rust_reboot (ветка main/livestock_digestion_boost)
Merge fixes
Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage)
Animals eat a booster item from the trough over any other item
👨💻
Jarryd Campi
в репозитории
13.10.2026 02:24
rust_reboot (ветка main/livestock_digestion_boost)
Merge from main (sketchy merge, need to revert any behaviour changes)
👨💻
Flavien
в репозитории
13.10.2026 02:21
rust_reboot (ветка main/gunfiring_optims)
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
👨💻
Flavien
в репозитории
13.10.2026 02:17
rust_reboot (ветка main/gunfiring_optims)
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away
Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable
Saves 0.1ms when firing the AK
👨💻
Jarryd Campi
в репозитории
13.10.2026 02:13
rust_reboot (ветка main)
Merge from hardcore_changes_nov_26
👨💻
Flavien
в репозитории
13.10.2026 01:20
rust_reboot (ветка main/gunfiring_optims)
Reduced the amount of pooled pilot codelock 200 -> 25
Keylock 1 -> 50
👨💻
Flavien
в репозитории
13.10.2026 01:16
rust_reboot (ветка main/gunfiring_optims)
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
👨💻
Flavien
в репозитории
13.10.2026 01:15
rust_reboot (ветка main/gunfiring_optims)
Reduced the amount of pooled ballista projectiles 100 -> 3
👨💻
Jarryd Campi
в репозитории
13.10.2026 00:48
rust_reboot (ветка main/hardcore_changes_nov_26)
Modified hardcore upkeep values
Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite
Vanilla: 0.1/0.15/0.2/0.33
Old Hardcore: 0.2/0.3/0.4/0.66
New hardcore: 0.1/0.15/0.25/0.4
New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore