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Rust commits

The list of all Rust commits made by the developers at Facepunch Studios

Rust Commits
Message Author Time
M water 3 Finished water refactor for the most part, w/ all new features now working Diogo 8 hours ago
M water 3 Ocean, and other water bodies are now a separate game objects from Water system Diogo 8 hours ago
M water 3 Water reflection probe now created at runtime Diogo 8 hours ago
M water 3 Fixed probex in edit mode Diogo 8 hours ago
M water 3 Fixed deferred decals adding cmdbuf multiple times Diogo 8 hours ago
M water 3 Nuked deprecated script Diogo 8 hours ago
M hapis_puzzles_and_polish Hapis progress Alistair 18 hours ago
M rhib rhib setup Maurino 1 day ago
M water 3 Merge from main Diogo 1 day ago
M rhib merge from paddle_vm Maurino 1 day ago
M rhib merge from paddle_holdtype Maurino 1 day ago
M rhib rhib work Maurino 1 day ago
M bandit_town Dredge texture/UV update / Added railings and hanging tires Damian 1 day ago
M Drill_vm_dev vm jackhammer placeholder anims Alex W 1 day ago
M Drill_vm_dev vm animator and prefab setup Alex W 1 day ago
M rhib merge from main Maurino 1 day ago
M hapis_puzzles_and_polish progress backup Alistair 1 day ago
M hapis_puzzles_and_polish progress backup Alistair 2 days ago
M rhib RHIB wip Maurino 2 days ago
M hapis_puzzles_and_polish progress backup Alistair 3 days ago
M water 3 Removed MRT blending fallbacks (dx9, gl2) Diogo 3 days ago
M water 3 Enabled tod scattering in edit mode Diogo 3 days ago
M water 3 Removed MRT blending fallbacks (dx9, gl2)
Enabled tod scattering in edit mode
Water refactor for runtime water body instancing, dynamic changes, edit-mode support, multiple cameras (wip)
Diogo 3 days ago
M hapis_puzzles_and_polish Hapis refinery update progress backup Alistair 3 days ago
M bandit_town Merge from main Damian 3 days ago
M bandit_town Updated bandit town cabins Damian 3 days ago
M hapis_puzzles_and_polish progress backup Alistair 3 days ago
M Drill_vm_dev merge from main Alex W 3 days ago
M hapis_puzzles_and_polish Hapis refinery update work Alistair 3 days ago
M hapis_puzzles_and_polish merge from main Alistair 3 days ago
M bandit_town Finished swamp tree meshes Damian 4 days ago
M bandit_town Added leaves and alpha branches to swamp trees Damian 4 days ago
M bandit_town Vertex painted swamp cabins Damian 4 days ago
M bandit_town Various tweaks and optimizations to the bandit town scene Damian 4 days ago
M paddle_holdtype Paddling anims Alex W 6 days ago
M paddle_holdtype Animator parameters for sitting state Alex W 6 days ago
M paddle_holdtype blendtree Alex W 6 days ago
M paddle_holdtype holdtype setup and placeholder anims Alex W 6 days ago
M paddle_holdtype entity prefab Alex W 6 days ago
M paddle_holdtype world model prefab & setup Alex W 6 days ago
M procmap_puzzles_polish Updated prefabs : TimerSwitch, Splitter, ORSwitch, DoorManipulator, ANDSwitch Vincent 6 days ago
M procmap_puzzles_polish Updated simple switch prefab Vincent 6 days ago
M procmap_puzzles_polish puzzle circuits models/textures/mats Vincent 6 days ago
M d11_console_version Add a copy of the rust Rust native dll source code for the d11 console branch, and premake files to build it. I've used d11's modified version of premake4 which has been modified to support ps4 and xbox one. r.ware@double11.com 6 days ago
M paddle_holdtype merge from main Alex W 6 days ago
M paddle_vm vm paddle initial setup Alex W 6 days ago
M New C 4 removed old textures + added new, moved c4 to core shader rgba setup Tom 8 days ago
M New C 4 Alternative C4 for alex. Tom 8 days ago
M hapis_puzzles_and_polish progress backup Alistair 8 days ago
M procgen_native Merge from main André 9 days ago
M procmap_puzzles_polish Fixed barricades positions Vincent 9 days ago
M procmap_puzzles_polish Fixed trainyard rooftop exploit Vincent 9 days ago
M hapis_puzzles_and_polish progress backup Alistair 9 days ago
M hapis_puzzles_and_polish minor fixes Alistair 10 days ago
M hapis_puzzles_and_polish started reworking of old hapis monuments Alistair 10 days ago
M LabAI Merged from main Pål 12 days ago
M LabAI Merged from main Pål 13 days ago
M LabAI MT Lab scientists now aware if they can engage a threat or not (security doors). Pål 13 days ago
M bandit_town Bandit town scene progress Damian 15 days ago
M bandit_town Bandit town splat and topology update Damian 15 days ago
M bandit_town Bandit town scene progress Damian 15 days ago
M bandit_town Dredge greybox Damian 15 days ago
M bandit_town Expanded swamp water area Damian 15 days ago
M Monuments_puzzles Scene2Prefab monuments Vincent 15 days ago
M Monuments_puzzles changed puzzles reset time to 30 minutes Vincent 15 days ago
M Monuments_puzzles Network++ André 15 days ago
M Monuments_puzzles Save++ André 15 days ago
M Monuments_puzzles Merge from main André 15 days ago
M Monuments_puzzles NRE fix Pål 15 days ago
M Monuments_puzzles Fixed bypasses at WTP Vincent 15 days ago
M Monuments_puzzles Fixed blocking fence gate at compound Vincent 15 days ago
M Monuments_puzzles Fixed upward bypass at trainyard main building Vincent 15 days ago
M Monuments_puzzles Fixed/Removed security door at airfield tower Vincent 15 days ago
M Monuments_puzzles Extra LOD to switch to help with readability on low settings Vincent 15 days ago
M Monuments_puzzles sat dish scene2prefab Vincent 15 days ago
M Monuments_puzzles Monuments reset procedure setup Vincent 15 days ago
M Monuments_puzzles Card reader bounds/collider deeper Vincent 15 days ago
M Monuments_puzzles T0 Monuments reset procedure setup Vincent 15 days ago
M Monuments_puzzles Updated barricades spawners Vincent 15 days ago
M Monuments_puzzles scene2prefab Maurino 15 days ago
M Monuments_puzzles fixed keycard colors Maurino 15 days ago
M Monuments_puzzles added keycard itempickups Maurino 15 days ago
M Monuments_puzzles added puzzle reset script Maurino 15 days ago
M Monuments_puzzles fuses spawn in boxes and can be recycled for 20 scrap Maurino 15 days ago
M Monuments_puzzles keycards spawn on desks Maurino 15 days ago
M Monuments_puzzles fixed keycard colors
added keycard itempickups
added puzzle reset script
fuses spawn in boxes and can be recycled for 20 scrap
keycards spawn on desks
fixed being able to drink water from rivers forever to heal, maxes out at 50% now
Maurino 15 days ago
M Monuments_puzzles merge from main Maurino 16 days ago
M Monuments_puzzles keycard bugfixes Maurino 16 days ago
M Monuments_puzzles keycard vm updates Alex W 16 days ago
M Monuments_puzzles removed unuused card items Maurino 16 days ago
M Monuments_puzzles puzzletest update Maurino 16 days ago
M Monuments_puzzles minor draw distance improvements Vincent 16 days ago
M Monuments_puzzles yes Vincent 16 days ago
M Monuments_puzzles Some fixes/blockers Vincent 16 days ago
M Monuments_puzzles Card readers glowing colors/intensity tweaks Vincent 16 days ago
M Monuments_puzzles Morning bag'o fixes Vincent 16 days ago
M Monuments_puzzles Trainyard puzzle flow improvement Vincent 16 days ago
M Monuments_puzzles keycard variants Maurino 16 days ago
M Monuments_puzzles card reader color coordination Maurino 16 days ago
M Monuments_puzzles timer bugfixes Maurino 16 days ago
M Monuments_puzzles keycard implementation Maurino 16 days ago
M Monuments_puzzles Fixed issues with input slot selection on doors and timer switches Vincent 17 days ago
M Monuments_puzzles pipe_pole tweak Vincent 17 days ago
M Monuments_puzzles Scene2Prefab monuments Vincent 17 days ago
M Monuments_puzzles progress backup Vincent 17 days ago
M Monuments_puzzles Final security door setup for Sewer Branch, Harbors, Sat Dish Vincent 17 days ago
M Monuments_puzzles scene2prefab Vincent 17 days ago
M Monuments_puzzles Set correct access levels on card readers for Powerplant, Trainyard, Airfield, MT, WTP
scene2prefab
Vincent 17 days ago
M Monuments_puzzles scene2prefab Vincent 17 days ago
M Monuments_puzzles LS progress backup - Logic for factory puzzle Vincent 17 days ago
M Monuments_puzzles Reduced width of NavMeshLink across security doors for better traversal. Pål 17 days ago
M Monuments_puzzles Added more outputs to Switches prefabs Vincent 17 days ago
M Monuments_puzzles MT scene change (minor field setting in inspector for scientist waypoint groups relying on the ai location manager). Pål 17 days ago
M Monuments_puzzles Scene2Prefab Pål 17 days ago
M Monuments_puzzles Minor tweaks to Scientist Spawner. Pål 17 days ago
M Monuments_puzzles LS progress backup - Logic for jumping puzzle Vincent 17 days ago
M Monuments_puzzles merge from main Vincent 17 days ago
M Monuments_puzzles Adding scientists spawners specific to the lab Vincent 17 days ago
M Monuments_puzzles Security doors prefabs are 'isSecurityDoor' enabled Vincent 17 days ago
M Monuments_puzzles Gracefully deal with IOR. Pål 17 days ago
M procgen_native Merge from main André 17 days ago
M Monuments_puzzles MT full puzzle logic pass Vincent 17 days ago
M procgen_native TextureData constructor handles null André 17 days ago
M procgen_native Terrain data transfer (monuments and mountains) is done in native code André 17 days ago
M Monuments_puzzles Powerplant, WTP, Airfield progress backup Vincent 18 days ago
Latest events
New commit from Diogo
Finished water refactor for the most part, w/ all new features now working
in main/water 3

8 hours ago

New commit from Diogo
Ocean, and other water bodies are now a separate game objects from Water system
in main/water 3

8 hours ago

New commit from Diogo
Water reflection probe now created at runtime
in main/water 3

8 hours ago

New commit from Diogo
Fixed probex in edit mode
in main/water 3

8 hours ago

New commit from Diogo
Fixed deferred decals adding cmdbuf multiple times
in main/water 3

8 hours ago

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