157,318 Commits over 4,536 Days - 1.45cph!
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Fixed navmesh generating on top of hot air balloons
Fix navmesh not baking properly graveyard fence and frontier bar doors
Fixed duplicate states in floor.ladder.hatch RendererLOD components
it was confusing RendererLOD.OnValidate and kept reserializing the prefab
Fixed FakePhysicsRope reserializing RidableHorse constantly, it had a [ExecuteAlways] and some changes in OnValidate
Fix corrupt scientist2 prefab
Merge from Livestock_animals
Added monument tests checking the prefabs are healthy
merge from texture_optimisations_2026/harbor_fix3
S2P harbor_1, prefab was corrupted
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
- 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
fix crouching state triggering when turninplace is active
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
merge from optimize_blueprint_button -> main
Cherrypick CS
160658
- tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
merge from automated_testing
Restored rich pie names + descriptions
merge from render_pipeline_testing
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)
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
Fix a missing actionstring on one of the intro speech nodes
Merge from livestock_wool_conversation_fix
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
merge from Livestock_animals
merge from critter_animals
melee fixes from 3p_melee_animsystem_updates branch
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,
merge from base_occlusion -> main
merge from Livestock_animals
merge from Livestock_animals/repeltriggers_fix
Remove cow from the repel trigger tests
Merge from livestock_deathfx_fix
Merge from livestock_deathfx_fix
merge from Livestock_animals
merge from Livestock_animals/repeltriggers_fix
Livestock repel triggers tests
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
merge from powergrid_loot_fixes
Fixed powergrid loot not respawning
FIxed too big env volume in Harbor 1
Gen2 AI now support repel triggers like gen1, pushed out along the navmesh. Fixes livestock dying under cars from the chassis hurt trigger