138,589 Commits over 4,324 Days - 1.34cph!

25 Minutes Ago
Add a temp hack for missing surface.GetScissorRect Add some invalid handle checks to shadow rendering Remove that unused code Potential micro optimization for trace filter tables Fix MSurf_MaterialSortID check being to aggressive perhaps Minor cleanup Fix last map not loading correctly if it's an addon map
3 Minutes Ago
merge from main
4 Minutes Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
7 Minutes Ago
Apartment complex b progress
8 Minutes Ago
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18 Minutes Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
20 Minutes Ago
Moved drop controller and hero modals warmup to the home tab warmup
28 Minutes Ago
Alternative fix for MSurf_MaterialSortID issue
45 Minutes Ago
merge from indirect_instancing
46 Minutes Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
55 Minutes Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
1 Hour Ago
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1 Hour Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
1 Hour Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
1 Hour Ago
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1 Hour Ago
Maybe this time it will work
1 Hour Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
1 Hour Ago
Probably fix Linux dedicated server build
1 Hour Ago
Fix MSurf_MaterialSortID check being to aggressive perhaps * Doesn't happen to me, so cant test if this actually fixes the issue
1 Hour Ago
merge from boxes_dlc
1 Hour Ago
merge from main
1 Hour Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
1 Hour Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
1 Hour Ago
missed consolesystem commit for painting line tool
1 Hour Ago
Added packet count flushing
1 Hour Ago
merge cannon_fuse_burn to main
1 Hour Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
1 Hour Ago
Skin pass for vagabond jacket
1 Hour Ago
merge from main
2 Hours Ago
update from main
2 Hours Ago
Fix cannon handle spinning due to buoyancy.
2 Hours Ago
merge from 144620 failed merge
2 Hours Ago
merge from storepage_boxes
2 Hours Ago
Restore component box prefab Tweaked cyclegameobject timing
2 Hours Ago
Apply the door fix to the unused boat door
2 Hours Ago
added RustRelay ArrayPool to print_arraypool
2 Hours Ago
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
2 Hours Ago
merge from boxes_dlc
2 Hours Ago
Fixed loot not respawning on deep sea ghost ships
2 Hours Ago
merge from main
2 Hours Ago
switch to using DecayEntity.GetPrivilege
2 Hours Ago
merge from main
2 Hours Ago
merge from doors_deploy_fix
3 Hours Ago
Removed old includeAllDoors hack in DeployVolume, unused
3 Hours Ago
Cleanup EntityListScriptableObject, removed unused code
3 Hours Ago
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
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
3 Hours Ago
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