145,490 Commits over 4,413 Days - 1.37cph!

2 Days Ago
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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
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Adding bullet joint to m16 rig
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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
2 Days Ago
Randomly apply a movement offset thruster effect too when tightening radius. Refactor.
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more clean up
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Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
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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
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Merge from parent
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Merge from parent
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Merge from main
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Update: add StringView.EndsWith(StringView) - added trivial unit test Tests: ran unit tests
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Fixing swimwear 05 skinning
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Merge from rain_grace
2 Days Ago
exported latest M16a2 vm anims and added vm renderer script to gun parts in its viewmodel prefab
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Merge from main
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Remove no longer needed RustDOTSInstancing.cginc
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Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
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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
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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
2 Days 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
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Adjusting ghost sheet brust cloth settings
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Merge from main
2 Days Ago
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
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add workshop toggle for AK in turret
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autoturret updated icon
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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
2 Days Ago
workshop bespoke auto turret prefab and icon generator manifest
2 Days Ago
Attempted fix for Hair.Get returned a NULL hair spam
2 Days 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
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Bugfix: Implement Pool.Reset and ResetMaxUsageCounter Tests: booted into craggy and stopped a couple times with Skip Domain Reload active
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adding burst cloth to third person industrial torch
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fixed renderer batch on medium apartment
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Make Rust/Standard render correctly with BatchRendererGroup most of the time
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Stop using material mapping
2 Days Ago
increased monument radius slightly as that caused some issues inserting in procmap fixed bunch of topology/splat leftovers apartment complex S2P