145,197 Commits over 4,413 Days - 1.37cph!
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
functional darts 1p viewmodel
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
finalize RRP underwater post processing
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HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
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
merge from texture_optimisations
Adding bullet joint to m16 rig
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
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Head texture optimisations
Randomly apply a movement offset thruster effect too when tightening radius.
Refactor.
Update: add StringView.Trim(char) overload
- add unit tests
Tests: ran unit tests
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
Update: add StringView.EndsWith(StringView)
- added trivial unit test
Tests: ran unit tests
Fixing swimwear 05 skinning
exported latest M16a2 vm anims and added vm renderer script to gun parts in its viewmodel prefab
Remove no longer needed RustDOTSInstancing.cginc
Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
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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