139,569 Commits over 4,352 Days - 1.34cph!

Just Now
Wood tilable texture update
Just Now
Kitchen Modular Kit updates
4 Minutes Ago
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
12 Minutes Ago
Icons are now processed through the backend instead of through the editor
19 Minutes Ago
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35 Minutes Ago
Merge from hab_altimeter
38 Minutes Ago
Collision fixes, cannot mount from non-open side, stop wheels from generating power in ocean and lakes
40 Minutes Ago
ao resize
41 Minutes Ago
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
49 Minutes Ago
FIx isStopped incorrectly clearing path, path is cleared on disable instead
54 Minutes Ago
Merge from hab_altimeter
1 Hour Ago
Hooked up needle LODS to calc. Invert calc and change axis to work with art.
1 Hour Ago
merge from easter2026_dlc - bunny costume, rustige egg, 2 wallpapers
1 Hour Ago
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
1 Hour Ago
Merge from main
1 Hour Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
1 Hour Ago
Fix set path earlying out incorrectly when called from SetDestination
1 Hour Ago
Use cleaner getter for agent
1 Hour Ago
Fix path follower ticking twice per frame in editor
1 Hour Ago
hab altimeter worldmodel lods, materials and textures
1 Hour Ago
edited motor/pedal bikes ik hand/feet positions
1 Hour Ago
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
1 Hour Ago
set up salvaged axe skinnable and tested on workshop
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Updating mortar biped rig
2 Hours Ago
Ensure added bones in NVGM scientist prefab are restored before pooling, fixes NRE when downed
2 Hours Ago
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3 Hours Ago
progress on vpaint, facade set dressing
3 Hours Ago
Added Salvaged Axe Workshop Source OBJ
3 Hours Ago
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
3 Hours Ago
Prevent path leaking when agent is destroyed
3 Hours Ago
merge main -> rust_server_relay
3 Hours Ago
Update: more research - looks like we do need our own task type Tests: uni tests
3 Hours Ago
Compile fix
3 Hours Ago
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3 Hours Ago
homing missile launcher, hmlmg, handmade smg, hcr, hunting bow, ice assault rifle, krieg shotgun, l96
3 Hours Ago
Merge from cargo_player_boats
3 Hours Ago
Merge from main
3 Hours Ago
Fix convar behaviour
3 Hours Ago
Rapido underwear fix attempt
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Add TriggerDestroyPlayerBoats.Activer servervar.
4 Hours Ago
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4 Hours Ago
Fixed tank top model clipping with swimsuit
4 Hours Ago
merge from shield_idle_collider
4 Hours Ago
Fix a logic issue causing the colliders to be enabled while the shield is not deployed
4 Hours Ago
Fix the wooden and reinforced shield colliders not working at all