141,217 Commits over 4,383 Days - 1.34cph!
Fix missing terrain and foliage in report screenshots
Merge from vine_descend_fix
console_quickjoin_fix -> main
- Ensure typing 'connect' in console will also update the quick join UI
- Cleanup PlayerJoin.cs
- PlayerJoin is now the main way to tell other systems (ui, history) that we are joining a server. Using client.instance.connect bypasses everything ui related)
- PlayerJoin now uses client instance on the backend rather than connect (which is now a wrapper over PlayerJoin)
unskinned_windmill -> main
Missing instanced mesh filter
- Ensure transmission rotates again with the vanes
- Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing
- Small overall cleanup
main -> unskinned_windmill
merge from tincanalarm_v2
colliders for the previous batch of prefabs
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merge from fillmounts_horse_fix
merge from wallpaper_nre_fix2
merge from adminui_health_fix
merge from Electric_Furnace_Workshop
merge from crypt_building_skin
Fixed server admin ui player panel health rounding issues, it matches the health vital now
Wallpaper OnFrameWhileHeld nre fix attempt
Fixed automatically generated report offensive content screenshot appearing blurry
Fixed kapok branch colliders on wrong branch, preventing vine descending
Ladder hatch open/close sounds now use small sounds template (was medium)
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5)
This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement
Updated conditions on player animator match (Walk <-> Swim)
Burst compile GeneratePipeMesh
Add 26 tests for the new pipe merging feature
Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors
batching.refresh_pipe_groups will now force a reset of all pipes to the current system
Merge from heightmap_bake_fix
Use RGBA32 for heightmap baking
Fix pipe merging conflicting materials
Subtract
147642 (we want duplicated jog animations for better player responsiveness)
Merge from main, no conflicts
Fix Linux SRCDS failing to build
Disallow duplicating gmod_hands
* There's a save on workshop that somehow has 7000 of the things, which I don't expect to be intentional.
Minor changes to overlay rendering from CS:GO
Batched overlay rendering support
Merge normal calc for overlay stuff from CS:GO
Static prop physics scaling
Fix some air being considered water on CSGO dangerzone maps
* It was partially fixed for grenade clips, now fixed for drone clips
r_staticpropinfo 5 shows static prop bounds
* Just for debugging
Unhide r_renderoverlaybatch for now
Add test for meshes used by particle systems having RW enabled
Improve the mesh collider test
apartment complex windows/doorframes and glass lods and prefabs
concrete debris and rebar lods and prefabs
Male hairset light
No transmission on buzzcut materials
Added male midlength style
Enable hair caps on male head materials
Male buzzcut/buzzcut curly
Male head materials haircap setup
Male hairsets
Added UV1/2 channels to rest of male heads + averaged head shape
Added UV1/2 channels to male heads a-e
Male heads a-e use averaged head shape
Fixed blurry texts in the crafting queue, converted to RustText
merge from easter_fixes_2026
Added UV1/2 channels to all female heads
Female heads use averaged head shape
Updated hair sets and dye sets for all female heads
Updated Playground.Hair
merge from flexvirtualscroll_nre_fix
merge from hackweek_techtree_multi_unlock
merge from world_rendermap_fix