141,105 Commits over 4,352 Days - 1.35cph!

Yesterday
merge from new_console-ui
Yesterday
Clean: ProjectileWeaponMod.Mult - use 1 as hardcoded default value They've been manually specified as 1 everywhere, seems a bit redundant Tests: compiles
Yesterday
Fixed TAB not taking the first option in the console
Yesterday
Merge from light_toggle_radial_bind_workaround
Yesterday
Optim: cache all selectors that are used in mod value aggregations Tests: got shot by a scientist. killed them with a fully modded ak
Yesterday
merge from useplayerupdatejobs3
Yesterday
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Yesterday
Ensure last grounded position in parallel checks is written immediately before rewriting in air state - all new consistency tests pass now
Yesterday
Bunny suit skin viewer update
Yesterday
Add achievement grant for hackable crates, add it for ghost ship crates.
Yesterday
Add achievement stat tracking for consumables, add it to coconuts.
Yesterday
Phonebooth updates - Added bespoke player pose - Adjusted phone position and line renderer postion in phonebooth prefab - Hooked up in player animator
Yesterday
guitar position update
Yesterday
Potential workaround for needing a separate bind for new light toggle radial functionality to work correctly.
Yesterday
Industrial Shelves; - Game models updated - Material updated - Added stand in textures - Icons updated - Shallow wall prefab updated with updated prop render values
Yesterday
merge from main
Yesterday
Optim: reimplement projectile mod aggregators to be alloc free - added outstanding Avg, Min and Max helpers - all helpers are now generic, to support the 2 overloads we have - ripped out GetMods to avoid accidental reintroduction of allocs Still need to fix remaining dynamic callback creation Tests: got shot by a scientist
Yesterday
merge from combat_knife_weapon_racks_rotation_fix
Yesterday
merge from waterwheel_deployable
Yesterday
merge from door_knocker_guide_mesh_fix
Yesterday
merge from easter2026_dlc
Yesterday
Fixing invisible male legs
Yesterday
Removed Old Small Kitchen Cabinet Blockout Models and Folders
Yesterday
Merge from monument_notification_sounds
Yesterday
Clean: simplify ProjectileWeaponMod code - get rid of 0 as default arg - mini bugfix: hook up bypassModToggles in one of Sum overloads - added non-GC mul and sum, but not plugged in yet Tests: compiles
Yesterday
- Run Clean Entity Labels - Deleted and readded OilRigResetNotification from prefab to get rid off serialized data pertaining to entities. S2P both oil rigs - Rebuild manifest and commit associated prefab changes
Yesterday
Adjusted I/O back to where it was previously before downscaling
Yesterday
3p medical syringe anim updates to match new viewmodel anims
Yesterday
Fix Outline Bunny suit WM mesh and prefab
Yesterday
medical syringe wounded animation update + audio event check
Yesterday
Merge from main
Yesterday
merge from new_console-ui
Yesterday
merge from main
Yesterday
Fixed recents items/vehicles acting weird, switched to a list
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
move away from wss (it allocates)
Yesterday
Fixed audio ugc button not resetting on close
Yesterday
Copying a row also copies the label, when relevant
Yesterday
Removed Owner Steam ID from admin panel, show team id instead
Yesterday
Fixed steam DLC price text layout issues
Yesterday
water wheel WB 1
Yesterday
console.erroroverlay 0 closes the error overlay
Yesterday
Pressing enter: - selects the search bar of the open tab - selects the input field in the console
Yesterday
Added a Tests section to BaseEntity and ItemDefinition inspectors, has buttons that will select or run the tests associated to this prefab Can also right click "Select Tests" on any prefabs
Rin
Yesterday
merge from save283 - Staging wipe
Yesterday
Merge from terrain_renderer
Yesterday
Add min radius for terrain culling
Yesterday
merge from main
Yesterday
Improve culling shadow bounds check accuracy and performance