194,725 Commits over 4,079 Days - 1.99cph!
Fixed some foods having missing sounds when consumed
Consuming raw foods now makes the player vomit (better feedback)
Armored square foundation now uses correct footstep sfx
Updated Apex libraries (API auto-update)
Squad Editor current unit list now updates with squad load/save/change
Renamed health bar stuff to unit related stuff
added new arm mesh to rig source
SaveLoad deletes snapshots too
initial scene/script setup for squad editor current unit bar
moved a squad editor helper function to Utils class
removed unit list bounce when scrolling
More description updates and fixes
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
Refactoring door interaction, moving the state more into the unit than the door itself.
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
Adding gang building door interaction
Added an confirmation prompt for quitting the game
Added a confirmation prompt for loading a game while a session is already in progress
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.
Updated placeholder gang building
Oops, didn't mean to leave that ridiculous LINQ conversion in
Forgot to unhide some UI stuff
Supermarket material polish / removed invisible blockers
Imagine dragons experiment
Fix L4D2 PAK File not loading properly
You can now load L4D2 maps in GMod
Fixed a crash with GetRenderTargetEx and ENVMAP texture flag, now displays a warning
VProf memory counters don't overflow at > 2GiB
HudElement test for null to prevent NRE when animator component is not found.
Fixed CS:GO maps fade distances
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
22505 - Merge from weekend_branch
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
22554 - Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
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
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)
22572 - Stability Entity/Link Cleanup
Transform.FindChild (obsolete) -> Transform.Find