160,222 Commits over 4,566 Days - 1.46cph!

2 Months Ago
Reapply reduced network range on arrow.prefab Testlist
2 Months Ago
merge from main keep destination on some bow entities
2 Months Ago
merge from 2026_worldmodels
2 Months Ago
merge from medkit_sfx
2 Months Ago
merge from locked_water_bucket_fix
2 Months Ago
merge from store_image_descriptions_aug26
2 Months Ago
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2 Months Ago
merge from flamethrowerpilot
2 Months Ago
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2 Months Ago
merge from legacyfurnace_col_fix
2 Months Ago
merge from chainlink_fence_fix
2 Months Ago
merge from showusebind_settings_fix
2 Months Ago
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
2 Months Ago
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
2 Months Ago
Coverage Queries Renderer Feature
2 Months Ago
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
2 Months Ago
Adjusting attachment positions for glass ak color variations
2 Months Ago
Merge from main
2 Months Ago
Updating attatchments positions for glass ak
2 Months Ago
merge from main
2 Months Ago
merge from woodarmor_skinnable
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
merge from main
2 Months Ago
Reduce amount of network groups for rooms
2 Months Ago
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
2 Months Ago
Fix mac compile error
2 Months Ago
Fix compile errors
2 Months Ago
Send network updates of room behind the door before the door's network update is sent
2 Months Ago
Merge from main
2 Months Ago
DLSS support for RRP
2 Months Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
2 Months Ago
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2 Months Ago
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2 Months Ago
Faster navmesh save and load, smaller save file sizes
2 Months Ago
Merge from rendererlod_collapse_improvements
2 Months Ago
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling
2 Months Ago
Fix lingering occlusion (wait 5s before hiding on client) not always working
2 Months Ago
- Fix missing inspector arguments on character customizer page - Setup tile prefabs - Initial work on Character Preview - Set toggle on character creator page
2 Months Ago
Wired the DM Tier2 Lootbox gibs to its own material The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke. materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
2 Months Ago
Fix rustnav.setnumthreads bugs
2 Months Ago
Add gibs to the DM wooden loot crates DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing. All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs). Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one. scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
2 Months Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
2 Months Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
2 Months Ago
triangulated workshop source for wood armor gloves
2 Months Ago
Fix character creator page setup
2 Months Ago
Setup 3 new clan related achievements
2 Months Ago
different colour variants of glass AR
2 Months Ago
Fixed Posix compile error * Why doesn't MSVC also throw an error in this case?
2 Months Ago
Add caller info to "MapIO infinite loop" warning (if available) Minor adjustments to detailobject system from CS:GO * No functional changes, just maybe 0.001% faster loading times Draw Lua panels behind main menu when it is open Reduced DMenuBar spacing, removing it from the left side Fixed DToolTip spamming PerformLayout from engine * This was always happening, but was invisible before recent DrawOverlay changes. Now directly call PerformLayout to set/update the size, without going through the engine Fixed DMenuOption spamming InvalidateLayout * Another previously invisible issue * Fixed DLabel:SetDisabled always calling InvalidateLayout(), even when the enabled value did not change. This is consistent with engine Label:SetEnabled behavior Try to make Entity:IsPlayerHolding more reliable Re-export fixed combine soldier player model textures * Fixes green tint from VTFEdit export that I forgot about Experimental error handling for Sandbox spawn concommands * gm_spawn commands give player a notification when they fail, stating the failure reason * This should hopefully help understand why it seems to not work sometimes?