140,222 Commits over 4,352 Days - 1.34cph!

Just Now
fixed bandit relaxed idle issues
7 Minutes Ago
merge from new_console-ui
10 Minutes Ago
Better background blur shader, only used by the F1 menu for now
12 Minutes Ago
fixed hand clipping on slot machine
49 Minutes Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
51 Minutes Ago
Optim: skip checking global occlusion groups for small and large network grid layers Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch Tests: ran unit tests
1 Hour Ago
some more model breakdown/rebuilding in prefabs
1 Hour Ago
Increased size of triangle ladder hatch col.
1 Hour Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
1 Hour Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
1 Hour Ago
merge from easter2026_dlc/bunny_bc
1 Hour Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
1 Hour Ago
Added back error overlay toggle in the tools tab, it flips the convar
1 Hour Ago
Fixed NRE when clicking on vehicle buttons in the main menu
1 Hour Ago
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
1 Hour Ago
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
2 Hours Ago
Mergee from chainsaw_hotspot_gathering
2 Hours Ago
Bugfix(tests): increase DummyServer's network grid from 512 to 1024 Some tests ended up spawning outside of the network grid, leading to test failures. Tests: ran unit tests, from 30 failures down to 9 (2 tests)
2 Hours Ago
Fix NRE when attacking resources with explosives
2 Hours Ago
Update(tests): bring back spawning on boundaries of network ranges Current logic considers those cells to be in range, so rely on that fact. Doesn't fix tests, but validates edge cases Tests: ran unit tests, same tests failt
2 Hours Ago
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
2 Hours Ago
Silly horse mask repose/partial prefab setup
2 Hours Ago
Merge from main
2 Hours Ago
Clean(tests): consolidate network-range-distance calculating logic Got tired of fixing it up manually in every test Tests: ran unit tests, some still fail (likely due to out of network grid bounds cases)
2 Hours Ago
Reorder samplePosition arguments to be consistent with unity
2 Hours Ago
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls
3 Hours Ago
FIx compile error, further api unification
3 Hours Ago
apartment wood stove update
3 Hours Ago
Make everything go through the same code path instead of each calling the base API, to make it easier to apply changes in one place
3 Hours Ago
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
3 Hours Ago
fixed 3p salvaged axe offset
3 Hours Ago
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
3 Hours Ago
Make sure we always go through the agent for navmesh queries, never use the static queries, this allows us to perform the coordinate space change necessary for moving navmeshes
3 Hours Ago
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Assigned correct climb anims and polish pass
3 Hours Ago
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3 Hours Ago
Merge from esp_voip_indicator
3 Hours Ago
Updating bunny suit with new skeleton
4 Hours Ago
Merge from main
4 Hours Ago
merge from new_console-ui
4 Hours Ago
Fixed rich text in search bars again
4 Hours Ago
Updated RustIcon inspector to be able to easily swap out the icon renderer material like we can do for text Added outline to icons on ESPPlayerInfo
4 Hours Ago
sofa updates
4 Hours Ago
fix BC serialization issue
4 Hours Ago
Fixed tabs allowed in demo not showing in demo
4 Hours Ago
SetMountedAnimationSpeed will now be called all the time while mounted, regardless of what ForceUpdatePlayerModel returns
4 Hours Ago
Reordered the tabs to match the old f1 menu
4 Hours Ago
apartment spotlight col