141,245 Commits over 4,383 Days - 1.34cph!

19 Days 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
19 Days Ago
some more model breakdown/rebuilding in prefabs
19 Days Ago
Increased size of triangle ladder hatch col.
19 Days Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
19 Days Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
19 Days Ago
merge from easter2026_dlc/bunny_bc
19 Days Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
19 Days Ago
Added back error overlay toggle in the tools tab, it flips the convar
19 Days Ago
Fixed NRE when clicking on vehicle buttons in the main menu
19 Days Ago
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
19 Days Ago
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
19 Days Ago
Mergee from chainsaw_hotspot_gathering
19 Days 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)
19 Days Ago
Fix NRE when attacking resources with explosives
19 Days 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
19 Days 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
19 Days Ago
Silly horse mask repose/partial prefab setup
19 Days Ago
Merge from main
19 Days 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)
19 Days Ago
Reorder samplePosition arguments to be consistent with unity
19 Days Ago
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls
19 Days Ago
FIx compile error, further api unification
19 Days Ago
apartment wood stove update
19 Days 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
19 Days Ago
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
19 Days Ago
fixed 3p salvaged axe offset
19 Days Ago
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
19 Days 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
19 Days Ago
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19 Days Ago
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19 Days Ago
Assigned correct climb anims and polish pass
19 Days Ago
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19 Days Ago
Merge from esp_voip_indicator
19 Days Ago
Updating bunny suit with new skeleton
19 Days Ago
Merge from main
19 Days Ago
merge from new_console-ui
19 Days Ago
Fixed rich text in search bars again
19 Days 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
19 Days Ago
sofa updates
19 Days Ago
fix BC serialization issue
19 Days Ago
Fixed tabs allowed in demo not showing in demo
19 Days Ago
SetMountedAnimationSpeed will now be called all the time while mounted, regardless of what ForceUpdatePlayerModel returns
19 Days Ago
Reordered the tabs to match the old f1 menu
19 Days Ago
apartment spotlight col
19 Days Ago
merged /main/rust_relay_server -> /main
19 Days Ago
CodeGenned
19 Days Ago
apartment spotlight
19 Days Ago
Paintball Overalls repose/prefab update
19 Days Ago
Made the dev tools UI less terrible at low resolution