145,580 Commits over 4,413 Days - 1.37cph!

5 Days Ago
more clean up
5 Days Ago
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
5 Days Ago
Optim: add StringView.SplitQuotesStrings overload - Refactored logic to work on StringViews internally Only has 1 alloc(StringView[]). Using it is blocked on whether I'll be able to convert Arg.Args field to StringView[] or not Tests: none
5 Days Ago
Merge from parent
5 Days Ago
Merge from parent
5 Days Ago
Merge from main
5 Days Ago
Update: add StringView.EndsWith(StringView) - added trivial unit test Tests: ran unit tests
5 Days Ago
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5 Days Ago
Fixing swimwear 05 skinning
5 Days Ago
Merge from rain_grace
5 Days Ago
exported latest M16a2 vm anims and added vm renderer script to gun parts in its viewmodel prefab
5 Days Ago
Merge from main
5 Days Ago
Remove no longer needed RustDOTSInstancing.cginc
5 Days Ago
Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
5 Days Ago
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5 Days Ago
Fixing gap on twitch underwear
5 Days Ago
skin/core optimisations
5 Days Ago
Remove log
5 Days Ago
Texture cleanup
5 Days Ago
Use a different method to override UnityShaderVariables.cginc and clean up some unneeded changes to Standard.shader
5 Days Ago
Merge from industrial_dlc
5 Days Ago
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing Editor only script so wasn't a problem in builds
5 Days Ago
Fixed 3D view selection in 64bit Hammer + minor fixes More minor Hammer fixes Even more Hammer and 64bit related fixes and merges More Hammer Cleanups * Prevent hammer from writing raytraced preview to .tga files, seems unnecessary? Minor fixes for 64bit builds Fix L4D2 navmesh loading Fixed pointless compile warning Replace loading dialog .res files with a single file * No need to have 3 different files that have the same layout, just have the one. Loading screen progress tweaks * Show WorkshopDL text in two lines * Loading screen dialog automatically extends itself to fit 2 lines of text when needed * Added more loading screen steps to clarity, such as "Loading the map" after WorkshopDL Add 5th optional argument to Entity:Dissolve - delay * It's a weird delay though, it still makes some particles until the start time, maybe could be interesting Placeholder fields in mstudiobbox_t Added 2 new STUDIO_ enums * STUDIO_SKIP_FLEXES * STUDIO_SKIP_DECALS Generate correct default config for 64bit Hammer Fix cl_showents crashing on SRCDS Fix dual version resource in gmod_launcher
5 Days Ago
Adjusting ghost sheet brust cloth settings
5 Days Ago
Merge from main
5 Days Ago
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
5 Days Ago
add workshop toggle for AK in turret
5 Days Ago
autoturret updated icon
5 Days Ago
Rework colour changing for industrial shelves to be more generic and move it all to a component that can be attached to entities we want to be able to change colours Removed all the bespoke stuff for buttons changing colour, it now uses this component and also has to use the spraycan
6 Days Ago
workshop bespoke auto turret prefab and icon generator manifest
6 Days Ago
Attempted fix for Hair.Get returned a NULL hair spam
6 Days Ago
Merge: from pool_mt - Bugfix: implemented missing Pool.Reset and ResetMaxCounterUsage Tests: booted into craggy couple times with Skip Domain Reload active - no NYI exceptions
6 Days Ago
Bugfix: Implement Pool.Reset and ResetMaxUsageCounter Tests: booted into craggy and stopped a couple times with Skip Domain Reload active
6 Days Ago
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6 Days Ago
adding burst cloth to third person industrial torch
6 Days Ago
fixed renderer batch on medium apartment
6 Days Ago
Make Rust/Standard render correctly with BatchRendererGroup most of the time
6 Days Ago
Stop using material mapping
6 Days Ago
increased monument radius slightly as that caused some issues inserting in procmap fixed bunch of topology/splat leftovers apartment complex S2P
6 Days Ago
merge from autoturret_workshop
6 Days Ago
added backfaces to autoturret feet, re-assigned skinnable, set max tex res to 1024 to mirror base game res
6 Days Ago
game_room_dlc_pool -> game_room_dlc
6 Days Ago
Merge: from main
6 Days Ago
compile errors
6 Days Ago
Merge: from main
6 Days Ago
fixed carpark_e LOD2 not displaying the right baked material/UVs
6 Days Ago
cassette recorder deploy animation timing update
6 Days Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
6 Days Ago
Remove "rustnav warp" log