145,507 Commits over 4,413 Days - 1.37cph!

2 Days Ago
Reconnect apartment doors to apartment prefabs
2 Days Ago
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
2 Days Ago
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
2 Days Ago
Integrate item container and child item container preserving into the new system Re-implement entity children preserving, with attachments repositioning if their sockets shifted, child io entity also have their connected lines update correctly Fixes various current bugs with storage adaptors / door controllers when their parent is reskinned Make ceilinglight reskinnable again, will fix reskinning io entities themselves next Fix not being able to skin snowmobile back to default
2 Days Ago
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2 Days Ago
Duplicated second elevator in reception area
2 Days Ago
Apartment elevator now functional
2 Days Ago
restored missing hair textures for movember moustache and santa beard
2 Days Ago
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)
2 Days Ago
Added a viewmodel button to the skin viewer, pops the view model (wip)
2 Days Ago
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
2 Days Ago
m16a2 world model added
2 Days Ago
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
2 Days Ago
functional darts 1p viewmodel
2 Days Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
2 Days Ago
scene fix
2 Days Ago
finalize RRP underwater post processing
2 Days Ago
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2 Days Ago
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
2 Days 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 Days Ago
merge from texture_optimisations
2 Days Ago
Adding bullet joint to m16 rig
2 Days 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
2 Days Ago
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2 Days Ago
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2 Days Ago
Head texture optimisations
2 Days Ago
Randomly apply a movement offset thruster effect too when tightening radius. Refactor.
2 Days Ago
more clean up
2 Days Ago
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
2 Days 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
2 Days Ago
Merge from parent
2 Days Ago
Merge from parent
2 Days Ago
Merge from main
2 Days Ago
Update: add StringView.EndsWith(StringView) - added trivial unit test Tests: ran unit tests
2 Days Ago
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2 Days Ago
Fixing swimwear 05 skinning
2 Days Ago
Merge from rain_grace
2 Days Ago
exported latest M16a2 vm anims and added vm renderer script to gun parts in its viewmodel prefab
2 Days Ago
Merge from main
2 Days Ago
Remove no longer needed RustDOTSInstancing.cginc
2 Days Ago
Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
2 Days Ago
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2 Days Ago
Fixing gap on twitch underwear
2 Days Ago
skin/core optimisations
2 Days Ago
Remove log
2 Days Ago
Texture cleanup
2 Days Ago
Use a different method to override UnityShaderVariables.cginc and clean up some unneeded changes to Standard.shader
2 Days Ago
Merge from industrial_dlc
2 Days Ago
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing Editor only script so wasn't a problem in builds