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139,176 Commits over 4,505 Days - 1.29cph!

14 Minutes Ago
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
34 Minutes Ago
Adjust conversation readout timings again
38 Minutes Ago
Initial setup of repairable helipad at bandit camp Buying air vehicles from the vendor is disabled until players contribute enough resources to repair the helipad. Works similar to constructing siege weapons Once repaired stays repaired for the wipe Placeholder art whilst helipad is under construction
1 Hour Ago
Merge: from main
1 Hour Ago
merge from ArrowRevamp :bow_and_arrow:
1 Hour Ago
Reapply reduced network range on arrow.prefab Testlist
1 Hour Ago
merge from main keep destination on some bow entities
1 Hour Ago
merge from 2026_worldmodels
1 Hour Ago
merge from medkit_sfx
1 Hour Ago
merge from locked_water_bucket_fix
1 Hour Ago
merge from store_image_descriptions_aug26
1 Hour Ago
merge from flamethrowerpilot
1 Hour Ago
merge from legacyfurnace_col_fix
1 Hour Ago
merge from chainlink_fence_fix
1 Hour Ago
merge from showusebind_settings_fix
1 Hour Ago
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
1 Hour Ago
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
2 Hours Ago
Coverage Queries Renderer Feature
2 Hours Ago
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
2 Hours Ago
Adjusting attachment positions for glass ak color variations
2 Hours Ago
Merge from main
3 Hours Ago
Updating attatchments positions for glass ak
3 Hours Ago
merge from main
3 Hours Ago
merge from woodarmor_skinnable
3 Hours Ago
Merge from main
3 Hours Ago
Merge from main
3 Hours Ago
merge from main
6 Hours Ago
Reduce amount of network groups for rooms
Today
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
Today
Fix mac compile error
Today
Fix compile errors
Today
Send network updates of room behind the door before the door's network update is sent
Today
Merge from main
Today
DLSS support for RRP
Today
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
Today
Faster navmesh save and load, smaller save file sizes
Today
Merge from rendererlod_collapse_improvements
Today
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling
Today
Fix lingering occlusion (wait 5s before hiding on client) not always working
- Fix missing inspector arguments on character customizer page - Setup tile prefabs - Initial work on Character Preview - Set toggle on character creator page
Today
Wired the DM Tier2 Lootbox gibs to its own material The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke. materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
Today
Fix rustnav.setnumthreads bugs
Today
Add gibs to the DM wooden loot crates DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing. All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs). Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one. scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
Today
Fix IsPaused collection-modified exception in RustNavMeshAgent
Today
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
triangulated workshop source for wood armor gloves
Fix character creator page setup
Setup 3 new clan related achievements
Today
different colour variants of glass AR
Today
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming