156,035 Commits over 4,536 Days - 1.43cph!

24 Minutes Ago
updated milk icon
35 Minutes Ago
report_player_bots_fix -> main
36 Minutes Ago
Add textured milk jar with volume-preserving slosh, faster liquid updates and pooled surface meshes - will need a programmer to look over added milk icon https://files.facepunch.com/pilgrim/2026/September/15_15-39-VioletSapsucker.mp4
39 Minutes Ago
pefab explosive setup on some weapons
39 Minutes Ago
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
44 Minutes Ago
Glyph/bind resolution cleanup
1 Hour Ago
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
1 Hour Ago
merge from hazmat_trophy_fixes
1 Hour Ago
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
1 Hour Ago
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1 Hour Ago
Updated Beef Prefabs to have world models linked
1 Hour Ago
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2 Hours Ago
Refactor duplicate stick suppression calls
2 Hours Ago
Added new frog textures and materials. applied them to the frog_rig.fbx
2 Hours Ago
Polish to small randomised room L + wires and decals added
2 Hours Ago
merge from render_pipeline_testing
2 Hours Ago
server_browser_filter_fix -> main
2 Hours Ago
Remove dead phrases and input axes
2 Hours Ago
Reapply sheep mark attacker hostile
2 Hours Ago
Fix beef spoil item not assigned
2 Hours Ago
Squirrel anim updates
2 Hours Ago
Couple of performance improvements.
3 Hours Ago
Fix black paintballs in third person in RRP
3 Hours Ago
Workaround to preserve previous heli-specific input cancelling
3 Hours Ago
Fixed player count of gamemodes changing when you click on different game modes
3 Hours Ago
Rename some gamepad binds to action names not physical button names, for consistency.
3 Hours Ago
Add new bind command for gamepad defaults. Fixes regular binds not correctly reseting to defaults when no mouse/keyboard is bound, if a gamepad button is also bound to that key. Update keys_default
3 Hours Ago
foliage deformation experimental modes 0: invalidate cell and re-place foliage 1: acts as foliage displacement with convar for displacement/depth mod 2: acts as a mask to remove foliage from deformed areas
3 Hours Ago
Squirrel animation content updates
3 Hours Ago
dairy metal churn container (may not be used but it's available any time, just give me a call)
3 Hours Ago
Merge from bindrefactor
4 Hours Ago
Refactor two separate bind registration locations into one.
4 Hours Ago
Revert guid of Assets/Rust.Ai/Agents/Sheep/Model/Sheep.fbx Quick and dirty rehook of most sheep stuff that I can see, verified sheep walks around, attacks me and dies as expected in editor
4 Hours Ago
Upgrade SMAA in-place to SMAA T2x
4 Hours Ago
Fixed battering ram flaky tests
5 Hours Ago
spacing/line fixes
5 Hours Ago
Disable debug overlay by default
6 Hours Ago
Merge from main
6 Hours Ago
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
Today
Updating frog rig
Today
update ik jobs to use safe playables
Today
Work on randomised room L so far (WIP and ongoing)
Today
Merge from main
Today
merge from automated_testing
Today
merge from main
Today
merge from main
Today
merge from main
Today
Merge from /skins
Today
Merge from main
Today
Possible StopMontage NRE fix