138,606 Commits over 4,324 Days - 1.34cph!
Restore component box prefab
Tweaked cyclegameobject timing
Apply the door fix to the unused boat door
added RustRelay ArrayPool to print_arraypool
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels)
Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
Fixed loot not respawning on deep sea ghost ships
switch to using DecayEntity.GetPrivilege
merge from doors_deploy_fix
Removed old includeAllDoors hack in DeployVolume, unused
Cleanup EntityListScriptableObject, removed unused code
Fixed all doors not deployable on top of prevent building volumes, regression from
141211
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Apply GetPoseParameter range fix for its one internal usage
In the player anim state. Probably does nothing, but at least its not setting the clientside poseparameters move_x/y to invalid values briefly
Fixed crashes with Alyx and Jalopy being removed
* Also makes Alyx cancel try to enter the vehicle if it is removed while she is running to it
Try some more potential crash fixes
* Based on just a single dump
TTT: Fix SimpleImage PaintOver handling
Fix a crash when trying to load weird VTX files
Allow Spawnicon Editor to be resized
https://files.facepunch.com/rubat/2026/February16-2345-RevolvingLouse.mp4
* Also merged Pull Request for case insensitive search and arrow key animation switching
Possibly fix Linux build error
Remove 12char cap on net_showudp names
Added ActivityWeight/ActivityID to util.GetModelInfo sequences
Remove auto generated server flags
* It's been long enough for people to adjust to setting sv_location
Potential optimizations for Matrix()
* Should be a bit faster, especially when not using table as first arguments
Potential optimization for Angle() (same as Vector at some point before)
Clamp BodyMoveXY playback rate to networking limits
Merge PR: Ability for Sandbox NPCs to randomize their model
Fix missing return value on Matrix()
Flechette Gun aligns projectiles with world clicker
Fixed buggy behavior of HL:S crossbow with its zoom
* (By removing the "instant" attack mode)
Fix HL:S crowbar hitsounds in multiplayer
Alias some HL:S weapon killicons from HL2 ones
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Fixed Global.EmitSound not firing EntityEmitSound
Make jump/land sounds play for non local players
* Also made Player:PlayStepSound volume argument default to 1
* Fixes Player:PlayStepSound not really doing anything in multiplayer
Added game.Get3DSkyboxInfo
Returns table with "origin" and "scale" keys. No function arguments.
Send replicated convars in batches of 128
* This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client.
Minor cleanups in multiplayer animstate
* Make flDeadtime in prediction use correct data type
* Removed a bunch of unused fields in MultiPlayerPoseData_t
* Reduce amount of LookupPoseParameter calls
Remove some unused stuff
* Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used.
* Removes CGarrysMod::SetupSoundsManifest
Reload soundscripts when games are mounted
* This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted.
Fix NPE client crash when game.Get3DSkyboxInfo is ran too soon
Remove FCVAR_REPLICATED from hud_deathnotice_time
* It's a clientside convar, the flag has no effect.
Fix color mismatch between cl_ and sv_ showhitboxes
cl_showhitboxes 2 to show ONLY player hitboxes
merge randomize_seed to main
fixed boat priv issue with boxes, added check for when TC is placed after boxes
Adding burnt fuse into cannon barrel rig
merge debug_simulate_latency to main
adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
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various stools (4) blockout
clothing box corpse fix pooled string and manifest updated
File changes on the bone knife swing action
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains
- fix a bug that caused more snapshots to be sent than necessary (causing massive inflation)
- add a couple fast paths, rewrote it to be a single-pass algo
- reduced number of pooled lists usage
Need to write unit tests for this
Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
Imported and implemented new sounds for the bone club
Fix cannon jitter when reloading and firing at high ping.
removed basically every allocation. pool all the things
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
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merge cannon_fuse_burn into main
Fix cannon reload camera animation looping back into itself.
Started working on store data overrides via a json file
Refactored TryGetTakeover
Material/colour rejigs of shop E to push closer to concept
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Added mount pose tooltips and headers in the BaseMountable inspector
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses
Set to false by default, enabled for rowboat and steering wheel
exported horse 3p idle anim and set 'mounted animation speed' to 1 in horseSaddle.prefab
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