254,994 Commits over 3,990 Days - 2.66cph!

24 Minutes Ago
merge from main -> aux2
25 Minutes Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
26 Minutes Ago
Scientist Suits V4 rig
33 Minutes Ago
Compute uvs from params after scaling mesh
1 Hour Ago
Don't rebuild mesh component if it's not active
1 Hour Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
1 Hour Ago
Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation
2 Hours Ago
viewmodel prefab updates
2 Hours Ago
slight shift in torch trans y entity position
2 Hours Ago
add tipalti service
2 Hours Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
3 Hours Ago
Merge: from main Tests: none, no conflicts
3 Hours Ago
Add warnings for invalid icons in Feed - should be able to track this down now Death messages are in everyone's console Add networkable version of suppressing pickup notices
4 Hours Ago
Up the pitch of the grenade clang sound, lot better
4 Hours Ago
Add trail to thrown hand grenade
4 Hours Ago
merge from main
4 Hours Ago
Missed some fields
4 Hours Ago
IsBuildingBlockedByVehicle merge fix
4 Hours Ago
Merge from app_skip_field
4 Hours Ago
Fix compile (some fields got stomped because these weren't in sync)
4 Hours Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
4 Hours Ago
added wooden_flooring_a https://files.facepunch.com/jason/1b2111b1/firefox_9cyHSIvkGY.jpg https://sbox.game/facepunch/woodenflooringa blends will come shortly
4 Hours Ago
Merge from fast_debug_draw
4 Hours Ago
merge from main
4 Hours Ago
Sync protobuf changes from Rust, fix entities with IDs bigger than 32bit IDs
4 Hours Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
4 Hours Ago
Merge from /main
4 Hours Ago
Merge from /main
4 Hours Ago
Beeswarm progress.
4 Hours Ago
Beehive texture size / mat setting optimization.
5 Hours Ago
Merge from /main
5 Hours Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
5 Hours Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
5 Hours Ago
merge from windmill_height_fix
5 Hours Ago
Compile fix
5 Hours Ago
Adding details to zigg bamboo stair piece
5 Hours Ago
Reduce notification history auto refresh rate Updated protos to handle fields with C# default values being skipped by the Rust server
5 Hours Ago
merge from crafting_update -> aux2
5 Hours Ago
Update manifest
5 Hours Ago
merge from windmill_height_fix
5 Hours Ago
Bugfix: CollectionUtil.SortInplace now correctly sorts - Also renamed these utils as previous names were confusing Tests: ran the old + new unit tests - all pass
5 Hours Ago
Update: Adding unit tests for CollectionUtil Discovered that my SortInplace is borked, so I'll fix it in the next update. Tests: ran the new unit tests
5 Hours Ago
Prefab cleanup, minor optims and stripping client stuff from server
5 Hours Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
5 Hours Ago
merge from cookingv2 -> crafting_update
5 Hours Ago
Fix modifiers being set to zero instead of fully removed - fixes yield bonus going to zero once digestion effect expired
5 Hours Ago
Imported Bee Grenade World Model Updated Bee Grenade View Model
5 Hours Ago
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
5 Hours Ago
Hornet gun tweaks (fire rate 0.15 -> 0.35), can hold left mouse to fire, turbo mode (0.15 -> 0.2)
5 Hours Ago
Updated and Imporved Bee Grenade Textures