126,119 Commits over 4,171 Days - 1.26cph!
Redo #if DS_CONSOLE_ENABLED regions to fix compile error from server console
Allow finish building when area is empty
merge from optimize_windows_console -> main
Update scene control buttons to RustButtons with updated styling
merge from modding_custom_icons -> main
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Casino mesh progress
Prefab update
Manually add protobuf & codegen
Integrate crosshair code functionality into the settings menu UI.
Buttons to import/export/reset crosshair with new custom popup dialogs:
https://files.facepunch.com/cipeaX/2025/September/18_21-51-YellowSwallow.mp4
Cherrypick CS
113020, CS
113021, CS
113022, CS
113025 (hackweek_modding_improvements/item_icon)
- allows modded servers to use server images as item icons rather than having to make a workshop item for each one
merge from modding_dropped_item_names -> main
Dropped items will use the Item.name that the server networks instead of always using the ItemDefinition's name
merge from modding_ddraw_perms -> main
Also allow server to run `ddraw.clear` command as well
Cherrypick CS
113082 (allow server to run ddraw commands without local admin)
merge from modding_entity_scale -> main
Allow modders to network entity scale (without cursed parenting to spheres)
- first enable `networkEntityScale` bool (used to gate networking scale to modded servers so we don't cause issues with any vanilla entities that change their scale)
- now if the entity scale isn't (1,1,1) it will send to client
- worked in editor last time I tried it
- only sends in network data, not persisted to disk
Add button to toggle off player model when viewing skins
merge from modding_cui_dragdrop -> main
Cherrypick other CUI improvements that were merged to github but not in game
- allow changing the color of the color of buttons when they are moused over
Exclude read-only commands from the default config
merge from modding_cui_dragdrop -> main
Cherrypick draggable_cui branch
merge from modding_user_info_lang -> main
Do not save or load mat_specular/mat_bumpmap in registry
These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back.
Add more info to "Sprite model's not supported any more" warning
Added lua_strict checkbox to Lua problems menu
Added util.IsBoxIntersectingBox
Move $LightMapWaterFog warning so it only runs once.
Water with $lightmapwaterfog will now receive lightmaps on compile
Fixed change in behavior of File:Read on overflow input
Draw cheap water instead of pure white mesh when missing many parameters
* Also disable blending on cheap water since it seems to just cause issues.
Added new parameters to Entity:DropToFloor
mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256
Only do NPC animation retargeting if addons don't add missing animations
Include user language inside GiveUserInformation packet
- allows modded servers to adjust loading messages right away
- shouldn't require a network++
Do not save or load mat_specular/mat_bumpmap in registry
These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back.
Add more info to "Sprite model's not supported any more" warning
Added lua_strict checkbox to Lua problems menu
Added util.IsBoxIntersectingBox
Move $LightMapWaterFog warning so it only runs once.
Water with $lightmapwaterfog will now receive lightmaps on compile
Fixed change in behavior of File:Read on overflow input
Draw cheap water instead of pure white mesh when missing many parameters
* Also disable blending on cheap water since it seems to just cause issues.
Added new parameters to Entity:DropToFloor
mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256
Only do NPC animation retargeting if addons don't add missing animations
merge from editor_selected_texture_memory -> main
Add texture estimation tool when selecting assets in editor
- right click textures, select `Sum Texture Memory Usage`, it prints out the memory usage of textures
merge from fix_streaming_misc_textures -> main
Test splitting tile building in steps instead of building at once from native code, to potentially be able to spread a single tile over multiple frames in case of runtime rebuilds, or cache intermediate building steps
browser_scrollview_fix_2 -> main
Try togling the categories to fix only 4 entries showing up - seems to be a valid fix in actual build
Add search bar for list, tweak style of the item selection after changes
Sofa and shipping container fixes
merge cherrypick_queryvisjobs_optimizations to main
cherry pick query vis optimizations
Add playermodel.debugheadbug to attempt to try to get to the root cause of this head locking bug
merge from meta_shift/loot
recycler added to dome green card puzzle room