Alpha v1.0.0

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Alex Webster22/09/202621:17:40
rust_reboot/main/biofuel_generator (#165348)

anim updates

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Ian Henderson22/09/202620:36:47
rust_reboot/main/biofuel_generator (#165346)

Open/close sounds

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Ian Henderson22/09/202620:23:02
rust_reboot/main/biofuel_generator (#165345)

Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred

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Jake_Rich22/09/202620:21:17
rust_reboot/main/base_occlusion (#165344)

Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time

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Raul22/09/202620:21:01
rust_reboot/main/loadouts_pos_fix (#165343)

Apply the item position on the Loadout UI icon slots if applicable https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png

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Ian Henderson22/09/202620:16:59
rust_reboot/main/biofuel_generator (#165342)

Fix the deployment being the wrong way around

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Ian Henderson22/09/202620:05:29
rust_reboot/main/biofuel_generator (#165341)

Add blinking 'processing' and 'blocked' text on the info display

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Jake_Rich22/09/202619:36:39
rust_reboot/main/base_occlusion (#165340)

Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)

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Jake_Rich22/09/202618:59:45
rust_reboot/main/base_occlusion (#165337)

Exclude high walls from room occlusion (since they are always considered outside structures)

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nacho.delhierro22/09/202618:52:34
rust_reboot/▆▌▇▊▌▋▄▊▉▍▌▅▍▅▊▇▉▆ (#▍▇▍█▄▄)

▊▆▍▌▆▅▉ ▍▋▊▊█▋▉▌ ▉▍▍▊▋▋

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Jake_Rich22/09/202618:46:53
rust_reboot/main/base_occlusion (#165335)

Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior

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Daniel P22/09/202618:32:18
rust_reboot/main/ui_store_slim_ram (#165334)

Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended

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Jakb22/09/202618:27:00
rust_reboot/main/procgen_visualiser/generation_optimisations (#165333)

Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time

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Daniel P22/09/202618:18:34
rust_reboot/main/ui_store_slim_ram (#165332)

Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab

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cipeaX22/09/202618:11:23
rust_reboot/main/Livestock_animals (#165330)

Post merge fixes

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cipeaX22/09/202617:53:35
rust_reboot/main/Livestock_animals (#165329)

merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type

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Daniel P22/09/202617:49:44
rust_reboot/▉▄▆▅▋▆▊▉▆▅▅▋▆▍▇▌▇▍▍▊▅▋ (#▊▍▌▄▅█)

█▇▌▊▇▉▅▊ ▋▋▄ █▇▉▊▇▉█ ▋▆▇▇▆▇▇ ▍▅▊▇▍▄▇█▇ ▅▇▇▄▆ ▄▆█▍ ▉▄▌█▇ ▅▅▆ ▄▍▄▌▄▅▉ ▇▇ ▇▉▇▋▋▊▄▄▇▇▄█ ▅▊▄▍█▋▆█▉ ▋█ ▅▊▍███▅▅▌ ▋▍▋ ▊▄▅▋▇ ▌█▄ ▌▅▌▌▇ ▄▍▉█▆▌▋

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Flavien22/09/202617:47:47
rust_reboot/▋▋▄▅ (#▄▄█▍▆▊)

▆▊▊▇▊▇ █▊▍▉ ▊▌▆██▊▄▋▉▍▉▍▆▆▋▅▄▌▊▅

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Flavien22/09/202617:47:29
rust_reboot/▌▉▌▄▆▄▆▅▊▅▌▍▌▍▆▆█▌▌▅▇▅ (#▋▌▄▊▋▆)

▆▄▆▍▋▉ ▉▊▋▌▅▆▌█▄▇▅█▉▅▇█▌▉▉▌▇▊▄█▄▆▆▅▇▍ ▋▊▌▉▄▅▇ ▊▌ ▌▋▆ ▇▅▇ █▅▇▆▌▅ ▋▇▌ ▆▍▉▆ ▋▍▄ ▋▄▄ ▊▉▉▍▄▅▄▆ ▋▋ ▅▄▆ ▍▅▊▅▌

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Flavien22/09/202617:46:44
rust_reboot/█▆█▌▆▋█▌▋█▅▆▇▆▉▆▉▄▅▆▄▆ (#▉▋▉▄▌▉)

▊▅▅▆▇▍ ▆▅▇▋▍▍▌▌▍▉▍▊█▍▍ ▊▇█▆▍▋▋▆ ▄▍█▄▄▇ ▌▆▉▇▌▋▇ ▊▆▆▅▋ ▆▄ ▋▄▄▍▋▊▍▋▋▄

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Daniel P22/09/202617:46:34
rust_reboot/main/ui_store_slim_ram (#165324)

Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both

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Jakb22/09/202617:12:09
rust_reboot/main/procgen_visualiser/generation_optimisations (#165323)

merge from procgen_visualiser

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cipeaX22/09/202617:01:15
rust_reboot/▉▆█▊▆▌▊▊█▋▋▌▇▄▋▊▊▌▍▄▌▅ (#█▌▉▊▇▋)

▉ ▉█▆▍▋ ▅▍▋▄ ▋▉▅▍▅▌▇▇▌▉█▊█▊▄█▍▉▇▇▆▋▆▊▉▋█

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Jakb22/09/202616:56:55
rust_reboot/main/procgen_visualiser (#165320)

merge from main

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diogo.c22/09/202616:47:16
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Ian Henderson22/09/202616:42:19
rust_reboot/main/biofuel_generator (#165318)

Indicator + light notify LOD

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diogo.c22/09/202616:28:44
rust_reboot/main/Livestock_animals (#165316)

Merge from animal_fence_sound_polish

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ElliotH22/09/202616:24:17
rust_reboot/main/Livestock_animals/critter_animals/jellyfish_swarms (#165315)

First pass on jellyfish swarms

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diogo.c22/09/202616:23:08
rust_reboot/main/Livestock_animals/animal_fence_sound_polish (#165314)

Animal fencing audio polish and added new ui sounds

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Damian Lazarski22/09/202616:14:43
rust_reboot/main/powerlevel_loot_rooms (#165313)

Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1

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matt.i22/09/202616:05:30
rust_reboot/main/Livestock_animals/critter_animals/rgbtintmask (#165312)

added colour mask slot to crittermovement and environmentfishcritter shaders for crab

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hannah.watts22/09/202616:04:15
rust_reboot/main/underground_train_network_update (#165311)

Pipe/wire pass for random room i (small)

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Ian Henderson22/09/202616:02:13
rust_reboot/main/biofuel_generator (#165310)

Tech tree fixes

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julek22/09/202615:37:05
rust_reboot/main/grenade_drop_animations (#165309)

edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle

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alex.m22/09/202615:35:12
rust_reboot/main/halloween2026DLC (#165308)

Halloween Wallpapers - texture update

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curt22/09/202615:28:42
rust_reboot/▊▇▋█▌▄▋▋▋▍█▌▊▊▍▍▊▆▅ (#▉▆▇▋█▉)

█ ▆▉▍ ▌▆▌▊▋▋ ▆▄▌▇▍▊▇▆▋▄ ▇▅▆▊▌▄ ▉▉▌▇▌▅▇▄▊▍▅█▉ ▅▅█▉▄ ▉▇▌▆▌ █▌▌ ▇▉▉▇▍▌▅▋

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matt.i22/09/202615:28:14
rust_reboot/main/halloween2026DLC (#165306)

updated skins list

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Ian Henderson22/09/202615:26:33
rust_reboot/main/biofuel_generator (#165304)

Minimum of 1 fuel for even worse foods (grubs)

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matt.i22/09/202615:26:20
rust_reboot/main/halloween2026DLC (#165303)

spooky halloween decor pack steam item

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Ian Henderson22/09/202615:20:57
rust_reboot/main/biofuel_generator (#165299)

- Description - Crafting costs - Tech tree

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Toffer22/09/202615:16:04
rust_reboot/main/Livestock_animals (#165298)

Updated huntingtrophy prefab to allow different sheep colourings to display correctly.

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Daniel P22/09/202615:10:10
rust_reboot/main/ui_store_slim_ram (#165297)

Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page

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Ian Henderson22/09/202615:09:19
rust_reboot/main/biofuel_generator (#165296)

- Have to restir after adding new food - Show a little pop animation in the loot panel ui to show its been reset - Make 'electircity required' show in red

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Ian Henderson22/09/202614:55:17
rust_reboot/main/biofuel_generator (#165295)

- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"

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Maverick22/09/202614:53:25
rust_reboot/main/Livestock_animals (#165294)

Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy

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Ian Henderson22/09/202614:47:36
rust_reboot/main/biofuel_generator (#165293)

Reduce power consumption

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Ian Henderson22/09/202614:45:11
rust_reboot/main/biofuel_generator (#165292)

Add emissive indicator lights: - green flashing when done (fuel in and not food) - green when cooking normally - solid red when no food (to show its burning power) - red flashing when needing to be stirred

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Daniel P22/09/202614:39:07
rust_reboot/main/ui_store_slim_ram (#165291)

Update: reimplement shop.unloadAssets convar Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic

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Martyn Chapman22/09/202614:35:09
rust_reboot/main (#165290)

Merge from airwolf_repairable_pad 🚁

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Martyn Chapman22/09/202614:32:58
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