139,586 Commits over 4,352 Days - 1.34cph!
More ent_create NPE crash fixes
vgui_slideshow_display refuses to scan invalid folders for slides
Delete a few more "test" concommands
* This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere
Add 2 new parameters to VRAD
* `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters`
Lets try rebuilding ambient cube indexes for when there are >65536 of em
Lets try making singleplayer always select first spawnpoint
* This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development
Fixed crashes with SavePresets
Fixed decal related crashes with static props
* For "clipped vertices" (whatever that means) it would crash, so we prevent that
Make template spawned entities be removed if they are not NPCs
* This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server
Do not assign client-only color_correction entities serverside
* This fixes map cleanups applying color correction that is not applied when just starting the map
fix missing shader referene
Clean up and format the whole file a bit, it was a mess
No functional changes
Set up small hunting trophy with updated rig (still not working though)
easier deployment on sloped river banks, improve river checking
Office light file tweaks & setup.
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Optim: FPTask.Run is now 0 allocs
Using reflection, manually invoke internals while sneaking in our cached callback
Tests: ran unit test
Merge from improved_network_groups/variable_cell_size
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exported edited batteringram, generic and minicopter 3p anims and updated mincopter/scrapheli/attack heli hand/foot ik targets in their entities/prefab
added an alt version of the big button so they can be coloured.
easter wip wallpaper textures, icons
Wood tilable texture update
Kitchen Modular Kit updates
Add support for different entity ranges per entity
Internally the overworld now has three overlapping network group grids with different cell sizes
Players subscribe to all layers with different radii
Entities can be configured with a preference for which network layer to place them on
Icons are now processed through the backend instead of through the editor
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Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes
Update: add UniTask for evaluation
In simle case only has 1 alloc that's not pooled, same as FPTask - will try to solve it locally first
Tests: ran unit test
FIx isStopped incorrectly clearing path, path is cleared on disable instead
Hooked up needle LODS to calc. Invert calc and change axis to work with art.
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
Fix potential nullref in SetDestination
Fix updateRotation not being used properly
Use private members instead of getters internally, to avoid unwanted redirection
Fixe Move not using correct navarea for raycast and sample
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
Fix set path earlying out incorrectly when called from SetDestination
Use cleaner getter for agent
Fix path follower ticking twice per frame in editor
hab altimeter
worldmodel lods, materials and textures
edited motor/pedal bikes ik hand/feet positions
Update: basic FPTask + dumb single task scheduler
This gives us 1 alloc/40bytes per task baseline, but with a bit of hacking I think can bring it to 0
Tests: ran unit test
set up salvaged axe skinnable and tested on workshop
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Updating mortar biped rig
Ensure added bones in NVGM scientist prefab are restored before pooling, fixes NRE when downed
progress on vpaint, facade set dressing
Added Salvaged Axe Workshop Source OBJ
Refactor of TerrainMeta and TerrainExtensions with swappable terrain/terrain renderer using ConVar or in editor view (WIP)
Changed keyword to _GEO_CLIPMAP and made shader feature
Added geoclip material to terrain config
Terrain mesh colliider with terrain holes functionality
Prevent path leaking when agent is destroyed
merge main -> rust_server_relay