157,331 Commits over 4,536 Days - 1.45cph!

1 Hour Ago
Cow and sheep sound polish Calf and lamb sounds
5 Hours Ago
Merge from livestock_animals
5 Hours Ago
Rich beef pie now gives +25% hunger, hydration, etc - matches rich pie standard Rounded up the values on all rich pies to the closest whole number, we shouldn't show decimal points for things like this
5 Hours Ago
Fixed buffs tooltip not able to show times > 60m
5 Hours Ago
Update milk description to reference skimming
5 Hours Ago
Fix calves purchased at ranch sometimes pulling their name from the wrong gender list
6 Hours Ago
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6 Hours Ago
Fix error when saving modular cars on a thread
Today
cow sounds
Today
Fixed 100 1000 Stack buttons in the items F1 menu looking magenta with rrp enabled
Today
FX, lighting.
Today
Tin can alarm can now detect gen2 AIs and critters
Merge from Livestock_animals
Today
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Today
Fixed navmesh generating on top of hot air balloons
Today
Fix navmesh not baking properly graveyard fence and frontier bar doors
Merge from analytics
Today
Fixed duplicate states in floor.ladder.hatch RendererLOD components it was confusing RendererLOD.OnValidate and kept reserializing the prefab
Today
Fixed FakePhysicsRope reserializing RidableHorse constantly, it had a [ExecuteAlways] and some changes in OnValidate
Today
Fix corrupt scientist2 prefab
Merge from Livestock_animals
Today
Added monument tests checking the prefabs are healthy
Today
Fix Linux not building
Today
merge from texture_optimisations_2026/harbor_fix3
Today
S2P harbor_1, prefab was corrupted
Today
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
Today
- 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
Today
fix crouching state triggering when turninplace is active
Today
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
Today
merge from optimize_blueprint_button -> main
Today
Compile fix
Today
Cherrypick CS 160658 - tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
Today
merge from automated_testing
Today
Restored rich pie names + descriptions
Today
merge from render_pipeline_testing
Today
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Today
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)
Today
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
Today
compile fix
Fix a missing actionstring on one of the intro speech nodes
Merge from livestock_wool_conversation_fix
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
Today
merge from Livestock_animals
Today
merge from critter_animals
Today
jobs error fix
Today
melee fixes from 3p_melee_animsystem_updates branch
Today
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