145,314 Commits over 4,413 Days - 1.37cph!
Fixing gap on twitch underwear
Use a different method to override UnityShaderVariables.cginc and clean up some unneeded changes to Standard.shader
Merge from industrial_dlc
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing
Editor only script so wasn't a problem in builds
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
Adjusting ghost sheet brust cloth settings
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
add workshop toggle for AK in turret
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
workshop bespoke auto turret prefab and icon generator manifest
Attempted fix for Hair.Get returned a NULL hair spam
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
Bugfix: Implement Pool.Reset and ResetMaxUsageCounter
Tests: booted into craggy and stopped a couple times with Skip Domain Reload active
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adding burst cloth to third person industrial torch
fixed renderer batch on medium apartment
Make Rust/Standard render correctly with BatchRendererGroup most of the time
Stop using material mapping
increased monument radius slightly as that caused some issues inserting in procmap
fixed bunch of topology/splat leftovers
apartment complex S2P
merge from autoturret_workshop
added backfaces to autoturret feet, re-assigned skinnable, set max tex res to 1024 to mirror base game res
game_room_dlc_pool -> game_room_dlc
fixed carpark_e LOD2 not displaying the right baked material/UVs
cassette recorder deploy animation timing update
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
Remove "rustnav warp" log
Head no shadow object bounds are matched to head bounds, partial fix for sorting issues with glasses
Added EffectRecycle script. Stops an error in the client log everytime you deploy a large furance (old issue).
Fix merge conflict with Jarryd's fix on AI not being able to be spawned inside of WakeAI zones if in an editor scene
merge from PlayerRigUpdate2
Fix mountable floating issues
Fix mortar demos being broken if you start demos while mounted on them.
merge from censorshipbreast_mountable_fix
Tag HorseSaddle prefab as hiding breast censorship
updated attachment positions, added bespoke where needed
Fix dismounting at angled shots from forcing you to look at your feet
Enable legs renderer on pool table mountable
world model animations for industrial torch
Fix skinnable prefab names not being lowered = emitting warnings on spawn.
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