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

18 Minutes Ago
merge from main -> aux2
19 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
20 Minutes Ago
Scientist Suits V4 rig
27 Minutes Ago
Compute uvs from params after scaling mesh
58 Minutes 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.
4 Hours Ago
Merge from /main
4 Hours Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
4 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