126,165 Commits over 4,171 Days - 1.26cph!

Today
Update scene control buttons to RustButtons with updated styling
Today
merge from modding_custom_icons -> main
Today
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Casino mesh progress Prefab update
Today
Manually add protobuf & codegen
Today
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
Today
Cherrypick CS113020, CS113021, CS113022, CS113025 (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
Today
merge from modding_dropped_item_names -> main
Today
Dropped items will use the Item.name that the server networks instead of always using the ItemDefinition's name
Today
Backup
Today
merge from modding_ddraw_perms -> main
Today
Also allow server to run `ddraw.clear` command as well
Today
Cherrypick CS 113082 (allow server to run ddraw commands without local admin)
Today
merge from modding_entity_scale -> main
Today
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
Today
Add button to toggle off player model when viewing skins
Today
merge from modding_cui_dragdrop -> main
Today
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
Today
Exclude read-only commands from the default config
Today
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Today
merge from modding_cui_dragdrop -> main
Today
Cherrypick draggable_cui branch
Today
merge from modding_user_info_lang -> main
Today
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
Today
Include user language inside GiveUserInformation packet - allows modded servers to adjust loading messages right away - shouldn't require a network++
Today
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
Today
merge from editor_selected_texture_memory -> main
Today
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
Today
Merge from main
Today
merge from fix_streaming_misc_textures -> main
Today
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
Today
Bank vault (30MB)
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
Today
Add search bar for list, tweak style of the item selection after changes
Today
merge from store_atlases
Today
Sofa and shipping container fixes
Today
Store mannequin (100MB)
Today
merge cherrypick_queryvisjobs_optimizations to main
Today
cherry pick query vis optimizations
neck_stuck_debug -> main
Add playermodel.debugheadbug to attempt to try to get to the root cause of this head locking bug
Today
merge from meta_shift/loot
Today
recycler added to dome green card puzzle room
Today
Fixed CoverImage uv issues when using textures instead of sprites
Today
More mountable static props added (WIP). Rejigged floating walkway stairs collision to be more easibly ascendable from the water.
Today
Switched out dropdown item type selector for a list with updated styling