146,132 Commits over 4,413 Days - 1.38cph!
Updated render meshes on prefab
Fixed LZMA decompression size calc on 64bit for real this time
Probably fixed CGameClient::Reconnect
Combine APC vehicle tweaks
* Replace the vehicle entity with the big gib in undo/cleanup systems when the APC explodes
* APC can now explode without a driver
* Prevent potential crashes at entity limit
Fixed m_UseFastClipping being set to a pseudo-random value on game start
DxSupport tweaks
* Reduce cl_detaildist to 3k from 4k
* Delete dxsupport_sp, dxsupport_episodic (unused files)
* Load the dxsupport.cfg from bin/ always, not from bin/win64/ for 64bit and bin/ for 32bit
* Disable support for dxsupport_override.cfg (unnecessary)
Move vtex.ico into src/utils/vtex/ from game/bin/
Fixed DxSupport loader parsing numbers from hex to decimal twice
* KeyValues system already magically parses 0xFFFF type strings into a float, so ReadHexValue doesn't need to exist anymore.
Remove obsolete convars from dxsupport
* mat_parallaxmap, r_decal_cullsize
Fixes for 64bit Hammer displacement tools
Fix annoying compile warnings about hiding global/member with same name
commit missed texture metas
merge from wiretool_cave_fix
Added some network override volumes in cave_small_hard and cave_large_sewers_hard
Fixes not being able to wire stuff from cave to surface
S2P both caves
rebased darts_game branch
Added Crewcut hair variant. Added fbx files, set up prefabs, added textures and set up materials.
merge from consoleinputfield_fix
Fixed console input field not being selected automatically when using consoletoggle 0
Fixed pooltable NRE'ing on spawn
Second set of cherrypicks
merge from resourcedispenser_allocs
Delete a bunch of old useless assertions that allocate
First set of cherry picks from game_room_dlc old because of plastics 'issues' up to
151245
Bowless crossbow skin viewer update
Allowed mounting with ballistic helmet
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
Subtract the custom network group for the apartment building & floors because default 5s update rate is too slow & even if it updates quicker it will cause more lag spikes and be more complicated than simply improving the culling
merge from skin_brightness_variation
merge from skinviewer_viewmodel
Skinviewer salvaged sword tweaks
Restored generic popup background blur
Glass AR - texture and shader updates round 2
Glass AR - texture and shader updates
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
merge from playerrigupdate2
Fixed skinviewer fullscreen position issue when navigating using the arrows
merge from PlayerRigUpdate2
50cal_animation_improvements -> main
Fix the camera animation going off in a random direction and causing a random pop - used jarryds method
merge from wearable_legacy_icon_pose
fix missing function in RRP billboard light
fix protobufs on game_room_dlc branch
Added a comment in PropRenderer
exported updated 3p jump anims
Dont turn the yaw back to 0 when reloading 50cal - it's not needed
merge from torchholder_indsutrialtorch_fix
Fixed industrial torch pos in torch holder, added a feature so we can change the pos/rot for each torch
main -> 50cal_animation_improvements