145,204 Commits over 4,413 Days - 1.37cph!

44 Minutes 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
1 Hour Ago
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1 Hour Ago
Duplicated second elevator in reception area
1 Hour Ago
Apartment elevator now functional
1 Hour Ago
restored missing hair textures for movember moustache and santa beard
1 Hour 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 Hours Ago
Added a viewmodel button to the skin viewer, pops the view model (wip)
2 Hours Ago
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
3 Hours Ago
m16a2 world model added
4 Hours Ago
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
4 Hours Ago
functional darts 1p viewmodel
4 Hours Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
4 Hours Ago
scene fix
4 Hours Ago
finalize RRP underwater post processing
4 Hours Ago
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4 Hours Ago
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
4 Hours 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
4 Hours Ago
merge from texture_optimisations
5 Hours Ago
Adding bullet joint to m16 rig
5 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
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Head texture optimisations
5 Hours Ago
Randomly apply a movement offset thruster effect too when tightening radius. Refactor.
5 Hours Ago
more clean up
5 Hours Ago
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
6 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
6 Hours Ago
Merge from parent
6 Hours Ago
Merge from parent
6 Hours Ago
Merge from main
6 Hours Ago
Update: add StringView.EndsWith(StringView) - added trivial unit test Tests: ran unit tests
6 Hours Ago
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6 Hours Ago
Fixing swimwear 05 skinning
6 Hours Ago
Merge from rain_grace
6 Hours Ago
exported latest M16a2 vm anims and added vm renderer script to gun parts in its viewmodel prefab
6 Hours Ago
Merge from main
6 Hours Ago
Remove no longer needed RustDOTSInstancing.cginc
6 Hours Ago
Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
6 Hours Ago
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6 Hours Ago
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6 Hours Ago
Fixing gap on twitch underwear
6 Hours Ago
skin/core optimisations
6 Hours Ago
Remove log
Today
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
Today
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
Today
Adjusting ghost sheet brust cloth settings
Merge from main