145,197 Commits over 4,413 Days - 1.37cph!

Just Now
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
13 Minutes Ago
m16a2 world model added
1 Hour Ago
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
1 Hour Ago
functional darts 1p viewmodel
1 Hour Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
1 Hour Ago
scene fix
1 Hour Ago
finalize RRP underwater post processing
1 Hour Ago
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1 Hour Ago
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
1 Hour Ago
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
2 Hours Ago
merge from texture_optimisations
2 Hours Ago
Adding bullet joint to m16 rig
2 Hours Ago
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
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Head texture optimisations
3 Hours Ago
Randomly apply a movement offset thruster effect too when tightening radius. Refactor.
3 Hours Ago
more clean up
3 Hours Ago
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
3 Hours 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
3 Hours Ago
Merge from parent
3 Hours Ago
Merge from parent
3 Hours Ago
Merge from main
3 Hours Ago
Update: add StringView.EndsWith(StringView) - added trivial unit test Tests: ran unit tests
3 Hours Ago
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3 Hours Ago
Fixing swimwear 05 skinning
3 Hours Ago
Merge from rain_grace
3 Hours Ago
exported latest M16a2 vm anims and added vm renderer script to gun parts in its viewmodel prefab
3 Hours Ago
Merge from main
3 Hours Ago
Remove no longer needed RustDOTSInstancing.cginc
4 Hours Ago
Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Fixing gap on twitch underwear
4 Hours Ago
skin/core optimisations
4 Hours Ago
Remove log
4 Hours Ago
Texture cleanup
4 Hours Ago
Use a different method to override UnityShaderVariables.cginc and clean up some unneeded changes to Standard.shader
4 Hours Ago
Merge from industrial_dlc
4 Hours Ago
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing Editor only script so wasn't a problem in builds
4 Hours 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
4 Hours Ago
Adjusting ghost sheet brust cloth settings
4 Hours Ago
Merge from main
4 Hours Ago
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
4 Hours Ago
add workshop toggle for AK in turret
5 Hours Ago
autoturret updated icon
5 Hours 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
5 Hours Ago
workshop bespoke auto turret prefab and icon generator manifest
6 Hours Ago
Attempted fix for Hair.Get returned a NULL hair spam
6 Hours 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