158,949 Commits over 4,566 Days - 1.45cph!

13 Minutes Ago
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv Also applied a 1s cache to prevent it hammering physics too much
20 Minutes Ago
Merge from main
22 Minutes Ago
WIP fixes
38 Minutes Ago
merge from hotreload_playmode_brick_fix
41 Minutes Ago
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
42 Minutes Ago
Fixed halloween NPCs spawning inside safezones
48 Minutes Ago
Skip ItemIcon refreshing while not visible, now deferred to when the inventory opens Before, any hidden icons would refresh on inventory changes, for example updating their amount and hover text every time you shot a gun Also avoid some unnecessary OnItemAmountChanged broadcasts and hover text rebuild if data didn't change
51 Minutes Ago
Stop HideIfAiming deactivating the muzzle flash once its particles finish. Every reused attack effect had to reactivate it Was spiking up to ~5-7ms in a build and only 0.2ms in editor somehow, now 0 It points at ParticleSystemRenderer::UpdateCachedMesh, checking that next
52 Minutes Ago
Fixed dead halloween and easter candies persisting after server restart
1 Hour Ago
merge from halloween_2026_dlc
1 Hour Ago
Merge from skim_changes
1 Hour Ago
Fix food spoliling in workbench recycle bin upgrade container
1 Hour Ago
Add VDF files for 6 missing gamepad types. Update gamepad manifest.
1 Hour Ago
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play RecycleSound in editor: ~0.45ms -> ~0.25ms The occasional 1ms "flush dsp connections" is gone
1 Hour Ago
Fix SelectedBlueprint.CanCraft running every frame while the crafting menu is closed, small but unnecessary
1 Hour Ago
scrap king building skin steam item setup
1 Hour Ago
Add support for major/minor revision bumping. Update all gamepad configs with this data. Update validation to always check/catch chamges.
1 Hour Ago
Fix all skinned items allocating on every inventory update when getting their icon sprite
2 Hours Ago
Attack/AttackAlt are now Button actions on the triggers' soft pull so players can rebind fire/aim to any button (per Valve guidance). Update all action sets/configs to match,
2 Hours Ago
Improve DImage shader replacement system * Uses case insensitive check for VertexLitGeneric, includes LightmappedGeneric now * Handles SubRect shader materials by drawing the correct part of the texture Try to have Paint tool UI with previews * https://files.facepunch.com/rubat/2026/October13-3318-SecondhandWoodborer.png
2 Hours Ago
merge from main
3 Hours Ago
Stop any rumble in Deactivate
3 Hours Ago
Fixed "is3DSkybox" variable not resetting when returning from hooks Fixed some missing textures on Half-Life 2: Episode 2 props Try to workaround Portal using same texture names as Ep2 Remove some unused libs from menu state Use a different delimiter for "last map" saves * One that can't naturally occur in filenames Change network transfer folder blacklist into a whitelist * Seems more logical to be this way * Also removed .ain from extension whitelist, since it's a useless for the client format that is no longer automatically sent anyway Try resolving a crash with recent change to Entity:SetPos Merged Pull Requests * Remove usage of a unnecessary Think hook in DOF post processing effect * Updated a comment in SurfaceProperties.txt Includes higher quality Eli Vance face texture from S1 repo Fixed typo in cam.End2D underflow error message
3 Hours Ago
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4 Hours Ago
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4 Hours Ago
merge from render_pipeline_testing
4 Hours Ago
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
4 Hours Ago
Try/catch the gamepad update loop, disable on any error errors.
4 Hours Ago
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update) Only rebuilds when the inventory is open now
4 Hours Ago
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
4 Hours Ago
merge from cache_entity_links -> main
4 Hours Ago
Update comment
4 Hours Ago
merge from automated_testing
4 Hours Ago
Get rid of some debug logs spamming related to halloween dungeon spawning
4 Hours Ago
Re-add the "Restoring X/100,000 links" for cases where the cache links aren't used
4 Hours Ago
merge from render_pipeline_testing
4 Hours Ago
fix RRP drawing ocean after water bodies
4 Hours Ago
Halloween stringlights Improve deployment, stop clipping, fix groundwatch, reduce network range, remove snapping All tests pass
5 Hours Ago
Pool 3 copies of thrown melee weapon and tool projectiles instead of 100. No point in filling our pool with 3900 copies you'll rarely see more than 3 of at the same time Saves around 50MB of memory and gives me some leeway to eat that with gun effects next
5 Hours Ago
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5 Hours Ago
Pass `serverStartup` parameter into RestoringLoadedEntityLinks() so we don't call RCON.Update() when pasting with copypaste - probably harmless but it bugged me
5 Hours Ago
Increase stick move distance required to activate gamepad
5 Hours Ago
merge from cache_ocean_path -> main
5 Hours Ago
Codegen
5 Hours Ago
Optimize server startup time by caching the ocean patrol path on disk (158s -> 138s) - same idea as server occlusion grid being saved - can increase version number to regenerate next restart - convar `regenerate_ocean_path` will cause it to regenerate it next startup too
5 Hours Ago
Codegen
5 Hours Ago
Remove three unused floats (skincol, skintex, skinmesh) from all player net messages that havent been used since 2016 Defaults were set to -1 so included in the proto Saves 17 bytes per player
5 Hours Ago
merge from main
5 Hours Ago
Prewarm 5 copies of each ricochet effect instead of 1, first magazine dumped after connecting created up to 2 more per prefab at ~0.5ms each
5 Hours Ago
Stop networking IO wire origin data and duplicate slack levels to clients Saves ~34 B per wired slot + ~5 B per wire point on network load