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143,479 Commits over 4,413 Days - 1.35cph!

Yesterday
Apartment elevator now functional
Yesterday
restored missing hair textures for movember moustache and santa beard
Yesterday
Industrial Torch - Small texture update (still WIP), changed base materials from smoothness to metalness, fixed material assignment on worldmodel (from half on to full off)
Yesterday
Added a viewmodel button to the skin viewer, pops the view model (wip)
Yesterday
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
Yesterday
m16a2 world model added
Yesterday
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
Yesterday
functional darts 1p viewmodel
Yesterday
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
Yesterday
scene fix
Yesterday
finalize RRP underwater post processing
Yesterday
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Yesterday
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
Yesterday
Optim: Arg.Args is now a StringView[] Most of the code uses GetString to lazy alloc a string. BuildCommand is now 4 allocs/0.4KB per call Tests: unit tests, booted into craggy and set a couple variables, tested crosshair clientvars
Yesterday
merge from texture_optimisations
Yesterday
Adding bullet joint to m16 rig
Yesterday
Optim: Arg.FullString is now a StringView - updated CodeGenerator to support StringView params - ran codegen Saves an allocation(once I’m done with conversion). Currently at 12 allocs/0.85KB per call Tests: booted into cragy, tried echo and say commands
Yesterday
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Yesterday
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Yesterday
Head texture optimisations
Yesterday
Randomly apply a movement offset thruster effect too when tightening radius. Refactor.
Yesterday
more clean up
Yesterday
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
Yesterday
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
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Update: add StringView.EndsWith(StringView) - added trivial unit test Tests: ran unit tests
Yesterday
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Yesterday
Fixing swimwear 05 skinning
Yesterday
Merge from rain_grace
Yesterday
exported latest M16a2 vm anims and added vm renderer script to gun parts in its viewmodel prefab
Yesterday
Merge from main
Yesterday
Remove no longer needed RustDOTSInstancing.cginc
Yesterday
Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
Yesterday
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Yesterday
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Yesterday
Fixing gap on twitch underwear
Yesterday
skin/core optimisations
Yesterday
Remove log
Yesterday
Texture cleanup
Yesterday
Use a different method to override UnityShaderVariables.cginc and clean up some unneeded changes to Standard.shader
Yesterday
Merge from industrial_dlc
Yesterday
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing Editor only script so wasn't a problem in builds
Yesterday
Adjusting ghost sheet brust cloth settings
Yesterday
Merge from main
Yesterday
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
2 Days Ago
add workshop toggle for AK in turret
2 Days Ago
autoturret updated icon
2 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