200,006 Commits over 4,140 Days - 2.01cph!
Better handling of version 49 models that are not version 49 models
Stopped some hard-coded animations from messing up the UI buttons
Transform.FindChild (obsolete) -> Transform.Find
22572 - Stability Entity/Link Cleanup
22566/22567 - Fixed the default item container hash being the same as the hash of an empty item container (now uses 0xffffff)
22565 - Fixed client side texture memory leak when paintable signs are destroyed (!)
22563 - Eliminated GC allocs from MeshPaintableSource
22559 - Changed item container hash from massive string to CRC32 hash (eliminates GC allocs)
22558 - Eliminated GC allocs from UpdateClothingItems
22557 - Added Union64 to Rust.Global
Fixed CRC.Compute32 discarding the passed CRC value
Added CRC.Compute32 and CRC.Compute64 overloads that take numerical types
22554 - Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
22543 - Added texture find read write enabled tool
22536 - Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
22529 - Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
22509 - Closing potential sources of NRE in occludees
22513 - Added scattering/fog support to new explosion shaders
22505 - Merge from weekend_branch
22496 - Packer tools support for 48 and 64 bpp. Fixed imageutil savetexture swizzling. Fixed compile warnings.
22477 - Reverted some buffer pre-allocations (memory usage)
22474 - Profiling, cleanup, small GC optimizations
Fixed CS:GO maps fade distances
HudElement test for null to prevent NRE when animator component is not found.
VProf memory counters don't overflow at > 2GiB
You can now load L4D2 maps in GMod
Fixed a crash with GetRenderTargetEx and ENVMAP texture flag, now displays a warning
Fix L4D2 PAK File not loading properly
Imagine dragons experiment
Supermarket material polish / removed invisible blockers
Forgot to unhide some UI stuff
Oops, didn't mean to leave that ridiculous LINQ conversion in
Updated placeholder gang building
Let units know the lot type. Commercial buildings with buyable units will be ownable by gangs, and residential buildings with buyable units will be ownable by individual players.
Added an confirmation prompt for quitting the game
Added a confirmation prompt for loading a game while a session is already in progress
Adding gang building door interaction
Turned off Ignore Carried Items flag on Acquire Materials For Fire filter (this means that if the unit is holding a branch from a previous task, it will be used for fires as expected rather than being ignored and the unit collecting and feeding the fire with one arm while holding a branch)
IsHolding on Items can now optionally check LShoulder, RShoulder or Chest attachment points as well as hands (hands-only check is the default)
A unit going to sleep will now drop or stow held items in Chest, LShoulder or RShoulder slots, prevents weird holding animations being run while sleeping
Fixed ItemsBuffer in Items not being cleared between various methods
Refactoring door interaction, moving the state more into the unit than the door itself.
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
More description updates and fixes
moved a squad editor helper function to Utils class
removed unit list bounce when scrolling
initial scene/script setup for squad editor current unit bar
SaveLoad deletes snapshots too
added new arm mesh to rig source
Squad Editor current unit list now updates with squad load/save/change
Renamed health bar stuff to unit related stuff
Updated Apex libraries (API auto-update)