159,063 Commits over 4,566 Days - 1.45cph!

Today
Modified hardcore upkeep values Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite Vanilla: 0.1/0.15/0.2/0.33 Old Hardcore: 0.2/0.3/0.4/0.66 New hardcore: 0.1/0.15/0.25/0.4 New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
Today
merge from main
Today
Merge from main
Today
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
Today
Merge from warm_prefabs_measure
Today
Merge from tree_hit_forgiveness
Today
Prewarm 10 copies of each sound templates, they were all set to 1 small-sound gets 50 Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Today
Added a level of hit forgiveness if the player is attacking a thin tree and misses Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk) If the player misses, we do an additional sweep of 0.12m to try and hit the tree
Today
Update manifest, last merge broke play mode
Today
Fixed all the references to the default unity Quad in particles not actually using it Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737
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Today
Merge from car_spawning_prefill Modular cars spawned in the wild now have half of their engine slots filled with low quality parts These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running
Today
Merge from halloween_2026_update
Today
Exiting the halloween/xmas portals now shows exit as an interaction prompt
Today
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv Also applied a 1s cache to prevent it hammering physics too much
Today
Merge from main
Today
WIP fixes
Today
merge from hotreload_playmode_brick_fix
Today
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
Today
Fixed halloween NPCs spawning inside safezones
Today
Skip ItemIcon refreshing while not visible, now deferred to when the inventory opens Before, any hidden icons would refresh on inventory changes, for example updating their amount and hover text every time you shot a gun Also avoid some unnecessary OnItemAmountChanged broadcasts and hover text rebuild if data didn't change
Today
Stop HideIfAiming deactivating the muzzle flash once its particles finish. Every reused attack effect had to reactivate it Was spiking up to ~5-7ms in a build and only 0.2ms in editor somehow, now 0 It points at ParticleSystemRenderer::UpdateCachedMesh, checking that next
Today
Fixed dead halloween and easter candies persisting after server restart
Today
merge from halloween_2026_dlc
Today
Merge from skim_changes
Today
Fix food spoliling in workbench recycle bin upgrade container
Today
Add VDF files for 6 missing gamepad types. Update gamepad manifest.
Today
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play RecycleSound in editor: ~0.45ms -> ~0.25ms The occasional 1ms "flush dsp connections" is gone
Today
Fix SelectedBlueprint.CanCraft running every frame while the crafting menu is closed, small but unnecessary
Today
scrap king building skin steam item setup
Today
Add support for major/minor revision bumping. Update all gamepad configs with this data. Update validation to always check/catch chamges.
Today
Fix all skinned items allocating on every inventory update when getting their icon sprite
Today
Attack/AttackAlt are now Button actions on the triggers' soft pull so players can rebind fire/aim to any button (per Valve guidance). Update all action sets/configs to match,
Today
Improve DImage shader replacement system * Uses case insensitive check for VertexLitGeneric, includes LightmappedGeneric now * Handles SubRect shader materials by drawing the correct part of the texture Try to have Paint tool UI with previews * https://files.facepunch.com/rubat/2026/October13-3318-SecondhandWoodborer.png
Today
merge from main
Today
Stop any rumble in Deactivate
Today
Fixed "is3DSkybox" variable not resetting when returning from hooks Fixed some missing textures on Half-Life 2: Episode 2 props Try to workaround Portal using same texture names as Ep2 Remove some unused libs from menu state Use a different delimiter for "last map" saves * One that can't naturally occur in filenames Change network transfer folder blacklist into a whitelist * Seems more logical to be this way * Also removed .ain from extension whitelist, since it's a useless for the client format that is no longer automatically sent anyway Try resolving a crash with recent change to Entity:SetPos Merged Pull Requests * Remove usage of a unnecessary Think hook in DOF post processing effect * Updated a comment in SurfaceProperties.txt Includes higher quality Eli Vance face texture from S1 repo Fixed typo in cam.End2D underflow error message
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Today
merge from render_pipeline_testing
Today
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
Today
Try/catch the gamepad update loop, disable on any error errors.
Today
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update) Only rebuilds when the inventory is open now
Today
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
Today
merge from cache_entity_links -> main
Today
Update comment
Today
merge from automated_testing
Today
Get rid of some debug logs spamming related to halloween dungeon spawning
Today
Re-add the "Restoring X/100,000 links" for cases where the cache links aren't used
Today
merge from render_pipeline_testing