141,213 Commits over 4,383 Days - 1.34cph!

39 Minutes Ago
unskinned_windmill -> main
41 Minutes Ago
Missing instanced mesh filter
42 Minutes Ago
- Ensure transmission rotates again with the vanes - Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing - Small overall cleanup
1 Hour Ago
main -> unskinned_windmill
1 Hour Ago
merge from tincanalarm_v2
1 Hour Ago
colliders for the previous batch of prefabs
1 Hour Ago
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1 Hour Ago
merge from fillmounts_horse_fix
1 Hour Ago
merge from main
1 Hour Ago
merge from wallpaper_nre_fix2
1 Hour Ago
merge from adminui_health_fix
1 Hour Ago
merge from Electric_Furnace_Workshop
1 Hour Ago
merge from crypt_building_skin
2 Hours Ago
Fixed server admin ui player panel health rounding issues, it matches the health vital now
2 Hours Ago
Wallpaper OnFrameWhileHeld nre fix attempt
2 Hours Ago
Merge from main
2 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Fixed automatically generated report offensive content screenshot appearing blurry
4 Hours Ago
Fixed kapok branch colliders on wrong branch, preventing vine descending
5 Hours Ago
Ladder hatch open/close sounds now use small sounds template (was medium)
5 Hours Ago
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
Today
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
Today
Merge from heightmap_bake_fix
Today
Use RGBA32 for heightmap baking
Today
Fix pipe merging conflicting materials
Today
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
Today
Merge from main, no conflicts
Today
Fix Linux SRCDS failing to build
Today
Disallow duplicating gmod_hands * There's a save on workshop that somehow has 7000 of the things, which I don't expect to be intentional. Minor changes to overlay rendering from CS:GO Batched overlay rendering support Merge normal calc for overlay stuff from CS:GO Static prop physics scaling Fix some air being considered water on CSGO dangerzone maps * It was partially fixed for grenade clips, now fixed for drone clips r_staticpropinfo 5 shows static prop bounds * Just for debugging Unhide r_renderoverlaybatch for now
Today
Add test for meshes used by particle systems having RW enabled Improve the mesh collider test
Today
merge from main
Today
apartment complex windows/doorframes and glass lods and prefabs
Yesterday
concrete debris and rebar lods and prefabs
Yesterday
Male hairset light No transmission on buzzcut materials
Yesterday
Added male midlength style
Yesterday
Enable hair caps on male head materials
2 Days Ago
Male buzzcut/buzzcut curly Male head materials haircap setup Male hairsets
3 Days Ago
Added UV1/2 channels to rest of male heads + averaged head shape
3 Days Ago
Added UV1/2 channels to male heads a-e Male heads a-e use averaged head shape
3 Days Ago
Fixed blurry texts in the crafting queue, converted to RustText
3 Days Ago
merge from easter_fixes_2026
3 Days Ago
Added UV1/2 channels to all female heads Female heads use averaged head shape Updated hair sets and dye sets for all female heads Updated Playground.Hair
3 Days Ago
merge from flexvirtualscroll_nre_fix
3 Days Ago
merge from hackweek_techtree_multi_unlock
3 Days Ago
merge from world_rendermap_fix
3 Days Ago
merge from console_autocomplete_fix
3 Days Ago
merge from droppeditem_improvements
3 Days Ago
merge from PlayerRigUpdate2
3 Days Ago
Dye sets and materials