161,401 Commits over 4,597 Days - 1.46cph!
Fix harmless ch47 sounds NRE when disconnecting from a server
fix laser stretching in laserjobs
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Merge from ballista_bolt_fix
Fixed ballista bolts not working (regression)
remove stray sound anim event with no sound assigned from shears deploy
Add search utility to tech trees
https://files.facepunch.com/martynchapman/2026/November/04_22-38-LuxuriousHydatidtapeworm.mp4
Merge from audio_import_changes
Mark all animal footsteps and cow moos as decompress on load
Add dynamic monument map marker entity, which can change label text and position at runtime
Merge from rustplus_remove_direct
Linux64 client progress
* 64bit Linux clients runs
Keep Linux32 client working for SteamRT4 for now
* To be removed, probably next year
Cleanup Steamworks deploy scripts
Delete vidcfg.bin
* This file is supposed to be auto generated, and the whole system involving it is disabled anyway
Delete basehaptics.txt
* Only used for Novint Haptics system, which was removed from GMod
Remove some client related files from SRCDS distributions
* Remove bin/*.bin and bin/*.txt
* Get rid of settings/presets/ and settings/spawnlist_default/ as they serve no purpose on dedicated servers
* 360 controller cfgs, lights.rad, detail.vbsp, resources/fonts/
Added some more fields to SetSaveValue whitelist
* m_hKiller, m_hZoomOwner
early out water caustics where surface mask is 0 (no water)
increase water foam indirect lighting contribution so it's actually visible in shadow
fix turn in place rotation getting set twice per frame in first person leading to pops
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Fixed landlocked lakes near the spawn beach sometimes creating valid spawn points, players can now only spawn on true beaches. Also fixes lighthouses spawning inland and not off the beach.
PlaceMonuments and SpawnHandler both use an outside-in floodfill ocean check to distinguish inland ocean topology with real connected ocean.
Extended the Rail Lift stage to also fix any floating rails (pre-existing to cs170256), this could happen at a junction where one rail goes uphill but the lower rail sculpts terrain from underneath the other.
first pass at npc routines + editor authoring
fix edge case swimmingNPC and simpleShark look rotation zero error
added "pinSlack" field to ragdolls/corpses to prevent small ragdolls stretching up to 1m past their pins
seagull corpses can now float
Update: include assetscenes in contentdir build
Back to 43k assets, 14.3GB output
Tests: build server content dirs
Fixed some compile warnings
Rename some tool project internal names
Minor cleanup
Allow m_hGoalEnt in SetSaveValue
Try to account for info_ladder_dismount inside ground
Allow m_hPhysicsEnt in SetSaveValue
* hEnemy is replaced by NPC:SetEnemy
Fixed NPC related crashes
Minor cleanups
Added Player:RunConsoleCommand
* It's serverside only, has the same limitations as Global.RunConsoleCommand
Use Player:RunConsoleCommand in some sandbox tools
Fixed citizen_sheet_bloody.vtf appearing blurry
Added icons for the 5 new TF2 maps
Only prompt quit confirm when using ALT+F4
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Update: use a whitelist to reduce the amount of rogue assets that make it into server ContentDir builds
Shrinks builds from 16.5GB to 9.1GB (44k -> 32k assets)
Tests: ran build
Simpler fix for the lighthouse crate spawning inside the ground, S2P lighthouse
Removed unused shaders and removed the GrabPass from the optimized blur shader
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Removed all BiRP only subshaders that previously handled GrabPasses
added seagull head trophy to huntingtrophy small prefab. Added a head dispense to the seagull corpse prefab.
Clear unused reloadSounds array
Fix not always using intended automatic fire rate whilst placed in a turret
fix tattoo file storage after merge from main
Restore alien costume sitem meta guid, changed in
167536 making it uncraftable
Add pause between being allowed to rename after petting livestock to prevent accidental double taps starting a rename
Removed parts of the TOD system that are no longer needed in RRP
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exported tattoo gun vm anims and linked textures to rig
let FSM graph debug selected client entities in the inspector (just find the server entity from the client one)
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
Fix NRE in Rust+ CameraInput when the target camera was destroyed
- Removed more old image effects
- Updated scenes and prefabs to remove old missing components