139,367 Commits over 4,474 Days - 1.30cph!
Setup row hover, invert colours.
Satellite list screen finished.
Enable dumpstringtables <table> to only print specific table
Remove sv_dumpstringtables (unused)
Implement some stringtable changes from CS:GO branch
* Short dumpstringtables, Implement clientside string index search so ParticleEffect can just work with clientside-only precaches now, other self checks
Make prop water level code apply to all animating entities (SENTs)
Try to fix baseanimating overlays resetting on server join
Merge Pull Requests
* Optimizations for Vector:ToColor
* Added math.Cot
gas station car crusher harsher collision placement
fix crusher not fully gibbing cars
fix lift being damageable
merge from water_treatment_plant_maintainables
water pipes fixes
- collider much smaller, only on faucet part
- buffed water push rate for IO 6 -> 18
- increased tank capacity 5000 ->
15000
- removed duplicate sound script
- consistent LOD ranges for all fx/sounds
updated powerline electrical box so that the wires and cover shute are lower and more over to the side to help prevent wire clipping on the io ports
jukebox
- speaker fx shows when isPowered and in the ON state
- added lods
- updated prefab
merge from PlayerMaintainedMonuments
changed positional height of the powerline_pole_a fbx steps
removed them from the fbx into its own object so they can be turned on and off
will need setting up by the code-person
merge from sharkmovement_sound_fix
Fix "sharkmovement.prefab not found in any asset scenes" log, found after I bumped this to a warning
It flagged an actual small issue, the shark has these subtle movement sounds that are supposed to be playing while it's charging the player - but they didn't work due to not being in the correct folder.
Now no longer completely silent: https://files.facepunch.com/cipeaX/2026/July/27_20-29-UnequaledLittlenightmonkeys.mp4
merge from hackweek_parented_ddraw
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
Fix stack overflow and alloc in navmesh load / save
Merge from rustplus_camera_fixes
Added sounds for the gas pump
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
Hash ddraw object IDs from string to int client-side (behaviour remains the same)
https://files.facepunch.com/raul/1b2711b1/27_19-54-DopeyZooplankton.mp4
Soundwaves
Nixed fresnel from the emissive for aliasing purposes.
Delete unused details panel
Merge from satellite_crash
Default require_powerplant to true.
Stays false in editor for easier satellite testing.
Merge from satellite_crash
Finally fixed the mounting-backwards bug. That took longer than it should have.
Adjusted powerline pole ladder collider to be able to climb it from any sides
Updated side wire colliders to use GameTrace so players can climb through but shoot it
Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
darts polish & fixes
- fix scoring not calculating properly
- integrate effects from petur: dart puff, bullseye hit, win game
- change default accuracy velocity threshold 0.03 -> 0.05
- fix winning game adding another score line at the end
merge from sculptures/lods
refactored out persistent vertices/indices in the generator for TempJob allocated lists, virtually free and allows parallel LOD marches
- Make appearance and animation windows movable (mostly refactoring to make all utk rust windows movable)
- Create keyframes for current zoom/focal length when placing dolly cameras.
- Fix NRE from cloning players
- Fix not being able to use convars directly in demoui2, no longer prioritizing the options menu.
- Maybe fix the dlaa/dlss crash, needs more testing
initial LOD setup - using box sampling at mip levels to generate meshes from the same data using smaller grids, only generating 2 lods because it turns to nothing after that many. Can get tri count in the region of 9k->2k->0.2k
Fix triangle planters not snapping to triangle floors
testlist
Bar Wallpaper - updated textures and icon
merge from HAB_armour_health_fix
Fixed placement of wooden barricade and barbed wooden barricade.
Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor