139,513 Commits over 4,352 Days - 1.34cph!
Add a client-only player boat trigger to cargo ship that displays a toast warning that cargo destroys player boats
Updated eye controller fudge rotations to account for eyetransform changes
More work on Kiosk F (second pass and vert blends) and E (splitting off more interior meshes)
Cargoship kills colliding player boats.
Added cargoship.kill_player_boats convar to toggle it.
Codegen
merge from weapon_refresh_salvaged_axe
edited 3p beach chair anim
Fixed first person legs stretched/glitched
exported edited 3p sitting 360 shooting/sit boat anims
easter floorpaper - updated textures, icon
easter wallpaper - updated id, temp icon
set up steam item on bunny costume, and set steam ids on bunny costume, rustige egg amethyst, and wallpapers
merge from main
preserve destination deletes of meta files
merge from main
preserve destination deletes of meta files
Check any workshop prefab when finding skinnable, fixes BBQ not found.
Fixed first person light effect not working
Merge from cannon_hit_slowdown_revert
Merge from bb_triangle_floor_frame_fix
Merge from brutalist_skin_shadows_fix
Merge from camera_fog_fix
Merge from manifest_size_optimization
Merge from server_side_server_list_filters
Merge from easter_fixes_2026
Fixed incorrect item id on ladder hatch
Merge from armored_ladder_hatch
Merge from shield_idle_collider
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
Merge from shield_idle_collider
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Merge from Armored_ladder_hatch
Descriptions, fix guide mesh offset on triangle
Triangle hatch prefab setup
Enable r/w on collision meshes
Apply primitive cylinder colliders to top and bottom hatches
Allow held items on water wheel mountable
Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
Merge from viewmodel_early_disable_fix
Fix viewmodels disappearing when held with a shield
Fix warning about viewmodels receiving the clear event when they are not setup to clear
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
Make BuildFromTriangles read weights from util.GetModelMeshes
* It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3!
Use actual model scale for jiggle bone scaling
* It was calculating the scale from bone orientation before (??) which was causing oscillations on some models when unscaled
Make joystick input add to mouse delta, not replace it
* Since the player can still use both at the same time, both affecting mouse delta at the same time makes sense, no? This is also consistent with how viewangles are handled I think
Merged Pull Requests
* TTT: translatability improvements
* TTT: use GMod language setting by default
* TTT: Equipment menu sorting options
* Menu: Optimise digest scheduling
* Pass along GM:AdjustMouseSensitivity's arguments to weapons
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Updated eyetransform in rustplayer.fbx
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests
Tests: unit tests pass