161,781 Commits over 4,597 Days - 1.47cph!
Added functionality to customise nock colour. Added view model version of arrow skins, they keep their customisation too
Merge origin/main into Hackweek_40mm_Grenade_Types
Fix conveyors not resuming their scan when transferring items over multiple ticks
Speed up conveyor ticks when outputs are almost full
Add benchmarks for worst case of old code
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
Set furnace & refineries to industrial splitting mode
Resave furnace and refinery prefabs
Allow storage entities to act as splitters or passthrough for industrial
Add door open clipping tests
Stop door open animation before it clips with building blocks
Add effects to the sandbox panel in demoui2
* https://files.facepunch.com/adam-k/fx_tab.mp4
Show seamless neighbor islands as terrain HLODs
Fix seamless players losing third person after crossing to another server
Fix arriving seamless players being left behind their boat
Fix arriving seamless players going to sleep and boats sinking
Let players off a vehicle cross between seamless servers
Fix seamless client taking entities from the wrong server
Fix empty seamless neighbor views and duplicated vehicles on slow transfers
Reopen seamless neighbor connections that drop
Add seamless nexus client neighbor connections and server switching
Add seamless nexus server links, neighbor views and vehicle transfers
Give each seamless server its own entity, item and group ID range
Widen network group IDs to 64 bits
Return correct AABB when entity has no physics
Probably fixed a decal crash with some high poly models
Delete some unused .dll files
video_services related files, msvcr71.dll, libsasl.dll
Move hl2.sh to gmod_run.sh (hl2.sh still exists as fallback)
Upgraded FPBuild version for all pipelines
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https://files.facepunch.com/jacob/2026/November/09_11_20-43-SturdyGecko.mp4 - added Minicopter Wrecks that spawn at monuments (2 per map, spawning not set up yet) that can be repaired for 10 gears, 400 metal fragments, 40 HQM and 1 random tier 2 modular car part
Added `BoatDockTrigger` to all 3 fishing village variants so vehicles parked in the vendor water docks don't get stuck at the edges, unable to be mounted. Vehicles are now gently dragged to the centre away from the walls.
Rust XCOM: regenerated armoury hold setup, game road mesh, trail and scenes
Rust XCOM: raiders stand and fight while the squad comes out, and keep running once they've robbed
Rust XCOM: neutral callout for misses at the base
Rust XCOM: weapons held like the game (hand bone, hold anims, spine aim), walking chickens, game asphalt road, bandits raiding the base
When building default navmesh ignore colliders belonging to independant navmeshes
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Queue UniTask's pooled .NET work items on .NET Core 3.1 or later
Cargo ship refresh: loot in the interior is now all locked inside the shipping containers. Break them open with explosive/melee to get loot inside. 7 Containers total, loot split amongst them. One container is empty, and one is unlocked containing the brown crates.
Rust XCOM: regenerated armoury looks, doors, ladder hatch, chicken, road and scenes
Rust XCOM: survivors wait by the ramp foot, in view
Rust XCOM: survivor invite row in the squad panel, road track meets the ramp
Rust XCOM: visible chickens, soldier skins/hair/gender and bios, road, survivors waiting outside to be invited in
Rust XCOM: game ladder hatch slid open, swinging doors, manual furnace at game speed
Rust XCOM: regenerated armoury held weapons, foundations, QA Island terrain and scenes
Rust XCOM: sleep with head on the pillow, drop decor that renders black outside the game
Rust XCOM: held weapons from entity prefabs, progression drops and stock, outfit stats and armour, quiet bows, meal buff, timed room activities, overwatch cone, cursor-local tiles, loot rings, QA Island terrain
Rust XCOM: regenerated armoury, characters parts, terrain and scenes
Rust XCOM: squad patrols the front of rooms and steps back only through doorways