158,460 Commits over 4,566 Days - 1.45cph!

12 Days Ago
Added monument tests checking the prefabs are healthy
12 Days Ago
Fix Linux not building
12 Days Ago
merge from texture_optimisations_2026/harbor_fix3
12 Days Ago
S2P harbor_1, prefab was corrupted
12 Days Ago
Added 64bit Holly libraries from x86-64 (and made them work) Force 64bit builds as the default * gmod.exe now relaunches with gmod_win64.exe on 64bit systems, exactly like TF2 does * Similarly `-force32bit` can be optionally used to still force 32-bit client Resolve nullptr crash with SourceTV/HLTV Fixed a regression with vehicles due to recent changes Stop HLTV running "spectate" concmd Fix bone cache always caching root bone but not calculating it sometimes Add some bone cache bounds checking Fixed Zombies creating double ragdolls with keep corpses on
12 Days Ago
- Fix livestock and old animals going underwater - Fix bull stuck forever in charge mode when you move to its side - Fix bull trying to headbutt even if target is unreachable - Fix curious cow being so curious it lets itself starve - Reduce bull damage - Livestock leads now behave more like horse leads, slows down the player and break around 7m - Fix cow sometimes snapping back to idle after a graze instead of playing the exit anim
12 Days Ago
fix crouching state triggering when turninplace is active
12 Days Ago
Fix benchmarks not bypassing fps.limitInBackground Fix never removing anything added to TriggerBase._allTriggerBase Fix Rust.Registry.Entity._dict leak when switching scenes (disconnecting from server etc) Add BaseEntityChild to player_collision.prefab so its transform is removed from the registry when destroyed
12 Days Ago
merge from optimize_blueprint_button -> main
12 Days Ago
Compile fix
12 Days Ago
Cherrypick CS 160658 - tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
12 Days Ago
merge from automated_testing
12 Days Ago
Restored rich pie names + descriptions
12 Days Ago
merge from render_pipeline_testing
12 Days Ago
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12 Days Ago
Added RustNavmeshModifierVolume to the following vehicles: - Both snowmobiles - Sled - Rowboat - Minicopter - Attack helicopter - Scrap heli - Catapult - Battering ram - Siege tower - Sedan (prevents navmesh from generating on top of them)
12 Days Ago
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
12 Days Ago
compile fix
12 Days Ago
Fix a missing actionstring on one of the intro speech nodes
12 Days Ago
Merge from livestock_wool_conversation_fix
12 Days Ago
Show a dialogue option enquiring about wool with the livestock vendor NPC regardless of wool in player inventory Various other small fixes to conversation tree
12 Days Ago
merge from Livestock_animals
12 Days Ago
merge from critter_animals
12 Days Ago
jobs error fix
12 Days Ago
melee fixes from 3p_melee_animsystem_updates branch
12 Days Ago
Melee anim subsystem: stop the weapon sliding out of the hand when you run Added Player_RPropOnly.mask and a third playable in MeleeWeaponAnimationSubSystem that drives r_prop only and never fades with speed, so the arm keeps its run swing but the weapon stays welded to the hand. Switched on via PropMask on boneclub, candycane, machete, salvaged sword, combat & sunken knife,
12 Days Ago
merge from base_occlusion -> main
12 Days Ago
merge from Livestock_animals
12 Days Ago
merge from Livestock_animals/repeltriggers_fix
12 Days Ago
Remove cow from the repel trigger tests
12 Days Ago
Merge from livestock_deathfx_fix
12 Days Ago
Merge from livestock_deathfx_fix
12 Days Ago
merge from Livestock_animals
12 Days Ago
merge from Livestock_animals/repeltriggers_fix
12 Days Ago
Livestock repel triggers tests
12 Days Ago
Crab walking sound tweak
12 Days Ago
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
12 Days Ago
merge from main
12 Days Ago
merge from powergrid_loot_fixes
12 Days Ago
Part2
12 Days Ago
Fixed powergrid loot not respawning FIxed too big env volume in Harbor 1
12 Days Ago
Gen2 AI now support repel triggers like gen1, pushed out along the navmesh. Fixes livestock dying under cars from the chassis hurt trigger
12 Days Ago
merge from critter_animals
12 Days Ago
Fix death blood splatter FX appearing after livestock completes death animation This was an issue with all ragdolls, all the active FX on the dying entity would restart once the ragdoll became active but it's less obvious on corpses which become ragdolls immediately upon dying
12 Days Ago
merge from Livestock_animals
12 Days Ago
merge from main
12 Days Ago
Fixed GUI errors when using the test runner window causing tests to fail
12 Days Ago
Fixed test runner window loading editor prefs from different checkouts, causing test list confusion
12 Days Ago
Codegen
12 Days Ago
fix after merge conflict