157,322 Commits over 4,536 Days - 1.45cph!

41 Minutes Ago
Fixed 100 1000 Stack buttons in the items F1 menu looking magenta with rrp enabled
49 Minutes Ago
FX, lighting.
49 Minutes Ago
Tin can alarm can now detect gen2 AIs and critters
57 Minutes Ago
Merge from Livestock_animals
1 Hour Ago
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1 Hour Ago
Fixed navmesh generating on top of hot air balloons
1 Hour Ago
Fix navmesh not baking properly graveyard fence and frontier bar doors
1 Hour Ago
Merge from analytics
1 Hour Ago
Fixed duplicate states in floor.ladder.hatch RendererLOD components it was confusing RendererLOD.OnValidate and kept reserializing the prefab
2 Hours Ago
Fixed FakePhysicsRope reserializing RidableHorse constantly, it had a [ExecuteAlways] and some changes in OnValidate
2 Hours Ago
Fix corrupt scientist2 prefab
2 Hours Ago
Merge from Livestock_animals
3 Hours Ago
Added monument tests checking the prefabs are healthy
3 Hours Ago
Fix Linux not building
3 Hours Ago
merge from texture_optimisations_2026/harbor_fix3
3 Hours Ago
S2P harbor_1, prefab was corrupted
4 Hours Ago
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
3 Hours Ago
- 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
3 Hours Ago
fix crouching state triggering when turninplace is active
4 Hours Ago
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
4 Hours Ago
merge from optimize_blueprint_button -> main
4 Hours Ago
Compile fix
5 Hours Ago
Cherrypick CS 160658 - tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
5 Hours Ago
merge from automated_testing
5 Hours Ago
Restored rich pie names + descriptions
5 Hours Ago
merge from render_pipeline_testing
5 Hours Ago
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5 Hours Ago
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)
5 Hours Ago
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
5 Hours Ago
compile fix
5 Hours Ago
Fix a missing actionstring on one of the intro speech nodes
5 Hours Ago
Merge from livestock_wool_conversation_fix
5 Hours Ago
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
6 Hours Ago
merge from Livestock_animals
6 Hours Ago
merge from critter_animals
6 Hours Ago
jobs error fix
6 Hours Ago
melee fixes from 3p_melee_animsystem_updates branch
6 Hours Ago
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,
Today
merge from base_occlusion -> main
Today
merge from Livestock_animals
Today
merge from Livestock_animals/repeltriggers_fix
Today
Remove cow from the repel trigger tests
Merge from livestock_deathfx_fix
Merge from livestock_deathfx_fix
Today
merge from Livestock_animals
Today
merge from Livestock_animals/repeltriggers_fix
Today
Livestock repel triggers tests
Today
Crab walking sound tweak
Today
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
Today
merge from main