Rust Dev Commits
Every change Rust's developers push, as it lands, with an AI summary of each day. The log checks for new commits every two minutes.
What the devs worked on
Rust developers focus on livestock fixes, Halloween DLC updates, and nailgun improvements.
- LivestockLivestock breeding is now more controlled, with a server cap and new breeding conditions to prevent overpopulation.
- Halloween DLCHalloween string lights are now deployable, and wallpaper textures and icons have been updated for the 2026 DLC.
- WeaponThe nailgun has received a refresh with new magazine meshes, drop effects, and animation updates.
- LivestockCows outside the navmesh will now behave like other AIs and self-destruct, preventing issues with navigation.
- Render PipelineClouds and water rendering issues in underground environments have been addressed, improving visual consistency.
- ConsoleConsole commands now autocomplete entity and item names, making it easier to spawn or give items.
- Character CustomizationCharacter customization now features a lock system and improved animations when zoomed in closely.
AI summary, may be wrong. Italics are guesses from short commit messages.
Commit log
155,837 commits · times in UTCOct 31 commit

Make sail wind behavior fully server sided - used to evaluate on both client & server so it could mismatch - client now just waits for server to send the flag - convar "sailblockedupdateinterval" to control the 5s polling the sail does to see if it's blocked (same interval as before)
Jake_Rich03:18 UTCmain/fix_client_sail_wind
Oct 249 commits

scrap king - updated texture atlases, meshes
Lain22:52 UTCmain/scrap_king_buildingskin_dlc

Gun tests
Flavien22:50 UTCmain/automated_testing/client

Breakroom progress
Damian Lazarski21:52 UTCmain/underground_train_network_update

Run is cancelled when the client is disconnected Client can use fixture convars More client base combat entity tests
Flavien21:40 UTCmain/automated_testing/client
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max.p19:29 UTC▇▌▉▉▉▄▆▍▄▇▄▇▊▇▄▉▉▅▍▋▄█

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Jake_Rich18:40 UTC▇▄█▅

fix vclouds still disappearing in cargo hold in brp
Brian18:26 UTCmain/render_pipeline_testing

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Jake_Rich17:58 UTC▊▋▉▆
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max.p17:39 UTC▌▆▊▅▉▆▉▋▆▍▊▇▆▋▌▆▍▅█▊▉▅

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cipeaX17:30 UTC▊▇▉▉▋▊▌▉▄▅██▆▋▇▌▋▌▅█▍▍

Client tests are added to the CI test list
Flavien17:14 UTCmain/automated_testing/client

Fixed a bunch of failing tests
Flavien17:05 UTCmain/automated_testing/client
Randomised Room K WIP
hannah.watts17:04 UTCmain/underground_train_network_update

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cipeaX16:50 UTC▍▍█▄▄▇▌▊▅▅▅▊▆▄█▅▉▌▆▍█▉

Cows outside of navmesh kill themselves like other AIs
Maverick16:36 UTCmain/Livestock_animals/livestock_hotfixes

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Flavien16:33 UTC▊▇▇▍▌▅█▉▍▊█▍▍▇▌▉▇▊▉▊▉▇

Cleaned up test ores Added client test spawning all base combat entity and looking for errors
Flavien16:32 UTCmain/automated_testing/client

fix billboard clouds flickering in front of foreground objects in RRP (OnBeginRendering callback needs to happen before culling)
Brian16:23 UTCmain/render_pipeline_testing

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Flavien15:58 UTC▅█▅▍█▊▋▌▅▄▇▄▇▊█▊▋▅▅▉▍▍

Fixed test runner window not drawing tests sharing the same categories in two different realms
Flavien15:52 UTCmain/automated_testing/client
update for the underground medium station
erik.b15:28 UTCmain/underground_train_network_update

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ElliotH15:28 UTC▄▄▅█▍▌▅▉▆▅▊▉▅▆▊██▄▇▌▇▇

Cherrypick 166654
cipeaX15:13 UTCmain

complete the revert of culling water/clouds when underground, causing issues, will revisit
Brian15:11 UTCmain/render_pipeline_testing

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ElliotH15:05 UTC██▆█▄▊▅█▊▊▊▄▌▋▆▌▆▆▇▊▍▆

Fix blue particles when shearing sheep
Maverick14:52 UTCmain/Livestock_animals/livestock_hotfixes

Merge from livestock_hotfixes
Maverick14:35 UTCmain/Livestock_animals

Merge from main
Maverick14:35 UTCmain/Livestock_animals

Fix broken test, fix cow unfreezing its needs / aging when bonded not being saved
Maverick14:34 UTCmain/Livestock_animals/livestock_hotfixes

removed unused attachment gameobjects from viewmodel prefab
Alex Webster14:28 UTCmain/weapon_refresh_nailgun

Halloween Wallpapers - small texture fix and icon rerender
alex.m14:24 UTCmain/halloween2026DLC

Client test categories
Flavien14:20 UTCmain/automated_testing/client

final folder clean up - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
Alex Webster14:19 UTCmain/weapon_refresh_nailgun

LocalPlayerTestFixture gets some nice helper methods Ore tests cleaned up
Flavien14:18 UTCmain/automated_testing/client

merge from main
Flavien14:16 UTCmain/automated_testing/client

merge from tests_merge
Flavien14:14 UTCmain

Test list, cleanup
Flavien14:09 UTCmain/tests_merge

~merge from automated_testing
Flavien13:56 UTCmain/tests_merge

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ElliotH13:47 UTC▌▌█▋▅▍▆▌▅▆█▆▄▊▄▇▆▆▆▆▄▋

fixed halloween string lights not being deployable
matt.i13:45 UTCmain/halloween2026DLC

Halloween Wallpapers - Final textures, icons
alex.m13:43 UTCmain/halloween2026DLC

Fix modded servers crashing before fully starting not being tagged as modded
Jake_Rich13:42 UTCmain/fix_sentry_modded_tag

- added nailgun mag mesh - added mag drop effect - added events-only clip on a new w_nailgun Animator, no rig needed - set up hide/show mag
Alex Webster13:37 UTCmain/weapon_refresh_nailgun
~cherrypicking 165250
Nick.H13:26 UTCmain

Merged to main > Fix livestock breeding out of control in the wild: - Full bond is now 15min not 5min, reproduction can't happen before (can still lead from 5min like before) - Curious cows don't bond twice as fast anymore - If a calf is born in the wild somehow, it will age as soon as it's born, and won't be able to reproduce (eg won't be born bonded like the mom) - Server cap on livestock population of 300 "livestock.maxPerSpecies" - Command to kill off excess livestock, prioritizing not tame > far from TCs > bad genes / old to avoid hurting farms, "livestock.cullexcess" - Add "livestock.breedOnlyAtHome" convar, 0 by default, 1 means livestock can only breed near their top bonded player TC
Maverick13:24 UTCmain

short test to force the extremes of DecorComponents to ensure the bounds is correct with future changes - if this broke silently rocks would just fail to spawn or spawn where they shouldn't
Grigler13:22 UTCmain/procgen_optim

~cherrypicking 166617, 166623
Rin13:11 UTCmain

Fix view model being blurred with the background after disconnect/reconnect
Felix13:06 UTCmain/render_pipeline_testing
Reverted change that fully disabled water when in underground or underwater labs environment volume, as this was casuing the water to disappear in areas where it shouldn't have
aidan.m12:28 UTCmain/render_pipeline_testing
Rust dev commits: common questions
- What is the Rust commit log?
- The public list of changes Rust's developers submit to the game's source code, each with the developer's own short message. This page follows it live and sums up each day with AI.
- How many commits does Rust have?
- 155,837 commits in the public log so far.
- Who is working on Rust right now?
- In the latest 50 commits: Flavien (14), Maverick (6), Jake_Rich (4), Brian (3), cipeaX (3).
- What are the Rust devs working on?
- Rust developers focus on livestock fixes, Halloween DLC updates, and nailgun improvements.
- What is a branch in the commit log?
- The line of work a change belongs to. The busiest in the latest commits: main/automated_testing/client, main/render_pipeline_testing, main, main/underground_train_network_update, main/Livestock_animals/livestock_hotfixes.