Alpha v1.0.0

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All Rust commits from Facepunch

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lamalove08/08/202603:59:03
rust_reboot/main (#160649)

Merge from nexus_fixes

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lamalove08/08/202603:53:35
rust_reboot/main/nexus_fixes (#160648)

Updated Facepunch.Nexus, all player IDs are now ulong instead of strings

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Lain07/08/202621:10:14
rust_reboot/main/scrap_king_buildingskin_dlc (#160644)

wip scrap king textures

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ElliotH07/08/202619:07:28
rust_reboot/main/fix_gasstation_bettercarloot (#160640)

apply prefab to scene, S2P Gas Station

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ElliotH07/08/202619:07:14
rust_reboot/main/fix_gasstation_bettercarloot (#160639)

fix gas station better loot spawns not respawning after server restart

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ElliotH07/08/202618:56:39
rust_reboot/main/wtp_maintainables_rework (#160638)

Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers

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Alex Webster07/08/202618:55:50
rust_reboot/main/Weapon_Refresh_Flare (#160637)

Added pop cap sounds and hooked up, adjusted 3p throw events

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Lain07/08/202618:31:44
rust_reboot/main/scrap_king_buildingskin_dlc (#160636)

wip scrap king building skin - initial setup, materials, textures, test blocks

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Alex Webster07/08/202617:03:05
rust_reboot/main/Weapon_Refresh_Flare (#160635)

Added cap world model (in case we decide to add it to the left hand)

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Alex Webster07/08/202616:52:58
rust_reboot/main/Weapon_Refresh_Flare (#160634)

Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)

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Alex Webster07/08/202616:40:19
rust_reboot/main/Weapon_Refresh_Flare (#160633)

removed animator from .weapon prefab

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Alex Webster07/08/202616:40:02
rust_reboot/main/Weapon_Refresh_Flare (#160632)

Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder

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julek07/08/202616:39:45
rust_reboot/main/glass_ar (#160631)

latest glass ar admire anim exported

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Alex Webster07/08/202616:37:47
rust_reboot/main/Weapon_Refresh_Flare (#160629)

updated events so flare appears more realistically back in hand in 3p

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erik.b07/08/202615:54:10
rust_reboot/main/underground_train_network_update (#160623)

puzzle setup, placed doors, started splitting up stations into rooms

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Adam W07/08/202615:47:02
rust_reboot/main/satellite_trail_tweak (#160621)

Fixed glitch

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octo07/08/202615:40:11
rust_reboot/main/hotfix_ads_jitter (#160620)

fix ADS jitter with the shield on your back

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Adam W07/08/202615:16:10
rust_reboot/main/satellite_trail_tweak (#160618)

Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.

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Pilgrim07/08/202614:45:47
rust_reboot/main/2026_worldmodels (#160616)

snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack

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Toffer07/08/202614:33:06
rust_reboot/main/Livestock_animals/Jellyfish_branch (#160615)

- added jellyfish test assets

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hannah.watts07/08/202614:29:08
rust_reboot/main/underground_train_network_update (#160614)

Small room i lookdeving

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Adam W07/08/202614:15:55
rust_reboot/main/vcc/steam_input (#160613)

Debug overlay

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Toffer07/08/202613:59:56
rust_reboot/main/Livestock_animals/SeaGull_Branch (#160612)

- added seagull asset for testing

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aidan.m07/08/202613:59:06
rust_reboot/main/command_buffer_names (#160611)

Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name

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aidan.m07/08/202613:52:38
rust_reboot/main/command_buffer_names (#160610)

Added names for all CommandBufferDesc instances

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erik.b07/08/202613:51:51
rust_reboot/main/underground_train_network_update (#160609)

removed unused random rooms (broken links), added doors and puzzles to medium and small stations

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Felix07/08/202613:31:11
rust_reboot/main/render_pipeline_testing (#160607)

Use a NativeArray for lightShadowData

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Toffer07/08/202613:30:53
rust_reboot/main/Livestock_animals/Frog_Branch (#160606)

- added frog store asset for testing.

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aidan.m07/08/202613:30:32
rust_reboot/main/command_buffer_names (#160605)

Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors

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cipeaX07/08/202613:23:33
rust_reboot/main/automated_testing (#160604)

Add two PoolAnalyzerGetWrapper

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hannah.watts07/08/202613:18:07
rust_reboot/main/underground_train_network_update (#160603)

Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.

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cipeaX07/08/202613:16:26
rust_reboot/main/automated_testing (#160602)

Fix swing seats marking attackers hostile

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cipeaX07/08/202613:13:10
rust_reboot/main/automated_testing (#160601)

Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass

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octo07/08/202613:05:12
rust_reboot/main/hotfix_sprint_modifier_nres (#160599)

Fix held entity sprint modifier NREs

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aidan.m07/08/202613:04:39
rust_reboot/main/shadow_caching_nvg_bug_fix (#160598)

Fixed the issue where the night vision goggles would appear black with shadow caching enabled

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Pilgrim07/08/202612:21:17
rust_reboot/main/2026_worldmodels (#160597)

cherry picking from single shot world model

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Pilgrim07/08/202612:20:58
rust_reboot/main/2026_worldmodels (#160596)

cherry picking from door key world model 2

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Pilgrim07/08/202612:20:43
rust_reboot/main/2026_worldmodels (#160595)

cherry picking from door key world model

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Pilgrim07/08/202612:20:21
rust_reboot/main/2026_worldmodels (#160594)

cherry picking from fog machine world model 2

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Pilgrim07/08/202612:20:08
rust_reboot/main/2026_worldmodels (#160593)

cherry picking from fog machine world model

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Pilgrim07/08/202612:19:47
rust_reboot/main/2026_worldmodels (#160592)

cherry picking from fishing tackle world models

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Pilgrim07/08/202612:18:59
rust_reboot/main/2026_worldmodels (#160591)

cherry picking from small spike world models 2

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Pilgrim07/08/202612:18:48
rust_reboot/main/2026_worldmodels (#160590)

cherry picking from small spike world models

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Pilgrim07/08/202612:18:09
rust_reboot/main/2026_worldmodels (#160589)

cherry picking from weapon rack world models 2

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Pilgrim07/08/202612:17:34
rust_reboot/main/2026_worldmodels (#160588)

cherry picking from weapon rack world models

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Pilgrim07/08/202612:16:37
rust_reboot/main/2026_worldmodels (#160587)

cherry picking from small spikes worldmodel

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Pilgrim07/08/202612:16:06
rust_reboot/main/2026_worldmodels (#160586)

cherry picking from tincan alarm and floor spikes worldmodel

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aidan.m07/08/202612:15:52
rust_reboot/main/render_pipeline_testing (#160585)

Updated the LightingPass and Shadows to use the new RenderGraph API

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Pilgrim07/08/202612:15:36
rust_reboot/main/2026_worldmodels (#160584)

cherry picking from landmine worldmodel 2

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Pilgrim07/08/202612:15:16
rust_reboot/main/2026_worldmodels (#160583)

cherry picking from landmine worldmodel

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