194,299 Commits over 4,079 Days - 1.98cph!
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
Stopped some hard-coded animations from messing up the UI buttons
Better handling of version 49 models that are not version 49 models
Clean navbar with a new sound script
Added SaveLoad change event for UI. Load game widget will always select first save on init, menu and pause screens button states get properly updated
1 hour of debugging because of 2 checkboxes
Oops, didn't mean to leave that ridiculous LINQ conversion in
Crafting information all hooked up
Updated Unity libraries in Plugins/
Application.CaptureScreenshot -> ScreenCapture.CaptureScreenshot
fixed muzzleflash location on several weapons ( 3rd person )
Transform.FindChild (obsolete) -> Transform.Find
Just need to serialize cash now.
Added equipment widget to the selected unit HUD, shows tools and weapons
Added MachineProcess.ToString override
Added MachineProcessSettings.DesireText field for MachineProcessActionDesire to use
Added optional label field for tooltips, refactored how we populate tooltip content in some places
Added an opaque background to tabbed modals/mega-menu (testing)
Fixed Buildings not having the Build Addon interaction when they have addons to build (BuildingSettings onValidate)
Added "min required" value for behaviour command collation on the radial menu
Properly handle VOX sentences that fail to load instead of crashing later