161,037 Commits over 4,597 Days - 1.46cph!

48 Days Ago
Another fencing deployment pass Fix them being sunk into terrain quite a bit by default, prevent sinking them further in while connecting to another fence Slightly improve placement on sloped terrain, allowed them to be placed at an angle (within 20°) Got rid of a baked in rotation in all of the sockets
48 Days Ago
Water treatment plant and sewer branch loot rooms
48 Days Ago
Define fixes
48 Days Ago
updated lamb model with new lods. added and updated new lamb fur textures. added lamb fur lod material.
48 Days Ago
exported updated frog anims
48 Days Ago
Rework comparers.
48 Days Ago
▊▊ ▋▊▊▅▅ ▍▄▌▅ ▅▅▆▄▆▄▊ ▋▍ ▋▇▌▅▆▍▇ ▋▋▊▄▍▋ ▇█ ▉▇▌ ▆▇▉▌▆▇▅ ▉▅▄▌ ▇▉▇▄█▄▆ ▋▉ █▊▌▇▆▇▌ ▅█▌ ▌▉▌▅▇██▍ ▄▉▍▊ ▌▆▍█▅▊▌▆▆▅▋▋▇ ▉█▆ ▉▌▉▍▅▇ ▆▇ █▇▍▊ ▄▅▅ ▆▊▋▌▊▇▋▆▅▆ ▅▉▊▋▄ ▌▋▍▆▇▆ ▍▍██▄ ▊▍
48 Days Ago
Bit more polish on randomised room L wires + pipes
48 Days Ago
updated milk icon
48 Days Ago
report_player_bots_fix -> main
48 Days Ago
Add textured milk jar with volume-preserving slosh, faster liquid updates and pooled surface meshes - will need a programmer to look over added milk icon https://files.facepunch.com/pilgrim/2026/September/15_15-39-VioletSapsucker.mp4
48 Days Ago
Stop bots showing up in the report player window
48 Days Ago
pefab explosive setup on some weapons
48 Days Ago
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
48 Days Ago
Glyph/bind resolution cleanup
48 Days Ago
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
48 Days Ago
merge from hazmat_trophy_fixes
48 Days Ago
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
48 Days Ago
▋▄▉▄█▋▍▌ ▊▉▊▄██ ▌▋▌▆ ▋ ▄▍▉▋▉ ▋▌▇█▋▊▋█ ▆█▌▍▉ ▆▄▍▍▌ ▊▆▅▌▍█ ▇▉▇▅▌▅▌▆▆▄▆ ▉▇▉▄▍▌ ▅▋▍ ▊▌▅▉ ▅▌▅ ▅▌█▇▌▍ ▌▅▆▇▊▉▅▉▉ ▊▉▍█▉▇▋▋█▄▅ ▍▌█▇▌▍▄▍▋ █▋▊█▊█ ▇▌▊▆▉ ▊▇▄▆ ▉▉▋▇▋█▅▄▇▋▍▄▋ ▌▉▊▉▅▌▅▌▍ ▉▋▄▄▌ ▄▅██
48 Days Ago
Updated Beef Prefabs to have world models linked
48 Days Ago
▋█▅▉█▍▄▌ ▇▌▅█▄ ███ ▄ ▄▋▆▊▄█▌▉ ▉▊▆▆▄▍▍ ██ ▅▌ ▍▍▋ ▋▇▆▉▄ ▅▅▆█▅▆ ▅▆ █▋█ ▋▄▇ ▄▍▇▌▊▆
48 Days Ago
Refactor duplicate stick suppression calls
48 Days Ago
Added new frog textures and materials. applied them to the frog_rig.fbx
48 Days Ago
Polish to small randomised room L + wires and decals added
48 Days Ago
merge from render_pipeline_testing
48 Days Ago
server_browser_filter_fix -> main
48 Days Ago
Remove dead phrases and input axes
48 Days Ago
Reapply sheep mark attacker hostile
48 Days Ago
Fix beef spoil item not assigned
48 Days Ago
Squirrel anim updates
48 Days Ago
Couple of performance improvements.
48 Days Ago
Fix black paintballs in third person in RRP
48 Days Ago
Workaround to preserve previous heli-specific input cancelling
48 Days Ago
Fixed player count of gamemodes changing when you click on different game modes
48 Days Ago
Rename some gamepad binds to action names not physical button names, for consistency.
48 Days Ago
Add new bind command for gamepad defaults. Fixes regular binds not correctly reseting to defaults when no mouse/keyboard is bound, if a gamepad button is also bound to that key. Update keys_default
48 Days Ago
foliage deformation experimental modes 0: invalidate cell and re-place foliage 1: acts as foliage displacement with convar for displacement/depth mod 2: acts as a mask to remove foliage from deformed areas
48 Days Ago
Squirrel animation content updates
48 Days Ago
dairy metal churn container (may not be used but it's available any time, just give me a call)
48 Days Ago
Merge from bindrefactor
48 Days Ago
Refactor two separate bind registration locations into one.
48 Days Ago
Revert guid of Assets/Rust.Ai/Agents/Sheep/Model/Sheep.fbx Quick and dirty rehook of most sheep stuff that I can see, verified sheep walks around, attacks me and dies as expected in editor
48 Days Ago
Upgrade SMAA in-place to SMAA T2x
48 Days Ago
Fixed battering ram flaky tests
48 Days Ago
spacing/line fixes
48 Days Ago
Disable debug overlay by default
48 Days Ago
Merge from main
48 Days Ago
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
48 Days Ago
Updating frog rig
48 Days Ago
update ik jobs to use safe playables