157,313 Commits over 4,536 Days - 1.45cph!

19 Minutes Ago
Fixed FakePhysicsRope reserializing RidableHorse constantly, it had a [ExecuteAlways] and some changes in OnValidate
23 Minutes Ago
Fix corrupt scientist2 prefab
42 Minutes Ago
Merge from Livestock_animals
49 Minutes Ago
Added monument tests checking the prefabs are healthy
55 Minutes Ago
Fix Linux not building
56 Minutes Ago
merge from texture_optimisations_2026/harbor_fix3
56 Minutes Ago
S2P harbor_1, prefab was corrupted
2 Hours Ago
Added 64bit Holly libraries from x86-64 (and made them work) Force 64bit builds as the default * gmod.exe now relaunches with gmod_win64.exe on 64bit systems, exactly like TF2 does * Similarly `-force32bit` can be optionally used to still force 32-bit client Resolve nullptr crash with SourceTV/HLTV Fixed a regression with vehicles due to recent changes Stop HLTV running "spectate" concmd Fix bone cache always caching root bone but not calculating it sometimes Add some bone cache bounds checking Fixed Zombies creating double ragdolls with keep corpses on
1 Hour Ago
- Fix livestock and old animals going underwater - Fix bull stuck forever in charge mode when you move to its side - Fix bull trying to headbutt even if target is unreachable - Fix curious cow being so curious it lets itself starve - Reduce bull damage - Livestock leads now behave more like horse leads, slows down the player and break around 7m - Fix cow sometimes snapping back to idle after a graze instead of playing the exit anim
1 Hour Ago
fix crouching state triggering when turninplace is active
2 Hours Ago
Fix benchmarks not bypassing fps.limitInBackground Fix never removing anything added to TriggerBase._allTriggerBase Fix Rust.Registry.Entity._dict leak when switching scenes (disconnecting from server etc) Add BaseEntityChild to player_collision.prefab so its transform is removed from the registry when destroyed
2 Hours Ago
merge from optimize_blueprint_button -> main
3 Hours Ago
Compile fix
3 Hours Ago
Cherrypick CS 160658 - tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
3 Hours Ago
merge from automated_testing
3 Hours Ago
Restored rich pie names + descriptions
3 Hours Ago
merge from render_pipeline_testing
3 Hours Ago
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4 Hours Ago
Added RustNavmeshModifierVolume to the following vehicles: - Both snowmobiles - Sled - Rowboat - Minicopter - Attack helicopter - Scrap heli - Catapult - Battering ram - Siege tower - Sedan (prevents navmesh from generating on top of them)
4 Hours Ago
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
4 Hours Ago
compile fix
4 Hours Ago
Fix a missing actionstring on one of the intro speech nodes
4 Hours Ago
Merge from livestock_wool_conversation_fix
4 Hours Ago
Show a dialogue option enquiring about wool with the livestock vendor NPC regardless of wool in player inventory Various other small fixes to conversation tree
4 Hours Ago
merge from Livestock_animals
4 Hours Ago
merge from critter_animals
4 Hours Ago
jobs error fix
4 Hours Ago
melee fixes from 3p_melee_animsystem_updates branch
4 Hours Ago
Melee anim subsystem: stop the weapon sliding out of the hand when you run Added Player_RPropOnly.mask and a third playable in MeleeWeaponAnimationSubSystem that drives r_prop only and never fades with speed, so the arm keeps its run swing but the weapon stays welded to the hand. Switched on via PropMask on boneclub, candycane, machete, salvaged sword, combat & sunken knife,
5 Hours Ago
merge from base_occlusion -> main
5 Hours Ago
merge from Livestock_animals
5 Hours Ago
merge from Livestock_animals/repeltriggers_fix
5 Hours Ago
Remove cow from the repel trigger tests
5 Hours Ago
Merge from livestock_deathfx_fix
5 Hours Ago
Merge from livestock_deathfx_fix
5 Hours Ago
merge from Livestock_animals
5 Hours Ago
merge from Livestock_animals/repeltriggers_fix
5 Hours Ago
Livestock repel triggers tests
5 Hours Ago
Crab walking sound tweak
5 Hours Ago
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
5 Hours Ago
merge from main
5 Hours Ago
merge from powergrid_loot_fixes
5 Hours Ago
Part2
5 Hours Ago
Fixed powergrid loot not respawning FIxed too big env volume in Harbor 1
5 Hours Ago
Gen2 AI now support repel triggers like gen1, pushed out along the navmesh. Fixes livestock dying under cars from the chassis hurt trigger
5 Hours Ago
merge from critter_animals
5 Hours Ago
Fix death blood splatter FX appearing after livestock completes death animation This was an issue with all ragdolls, all the active FX on the dying entity would restart once the ragdoll became active but it's less obvious on corpses which become ragdolls immediately upon dying
5 Hours Ago
merge from Livestock_animals
5 Hours Ago
merge from main
5 Hours Ago
Fixed GUI errors when using the test runner window causing tests to fail