GTFO
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Latest version
0.12.0
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v0.12.0

TL;DR: Gear icons now show your skins. The skin selection popup previews every skin on the actual weapon, and the lobby/inventory icons update when you pick one.

  • feat: per-skin preview icons in the skin selection popup. Each entry shows the weapon wearing that skin; the active skin is pre-selected with its preview shown on the right when the popup opens. Icons are cached on disk and only re-rendered when a skin's files change.
  • feat: the game's own gear icons (lobby bar, inventory) show the equipped skin and refresh immediately after selecting a skin, including after a skins reload.
  • feat: new Skin Icon Style config option (Loading section):
    • Lit (default) = icons rendered with the weapon's real materials under lobby lighting, emissive included. Closest to how the weapon looks in game.
    • Vanilla = icons rendered with the game's own icon shading, skinned. Matches the stock look.
    • Off = icons left untouched (unskinned) and no popup previews. Fastest boot: the game's icon pass no longer loads any skin textures.
  • fix: entering the lobby no longer freezes while skin textures for the game's icon pass are still loading; icons that rendered before their textures arrived are re-rendered once loading settles.
  • fix: selecting the already active skin again no longer re-applies it.

Dev Notes

The game renders icons through its deferred GBuffer with a cubemap-lit shading pass and no emissive, which is why skinned icons used to look off.

Lit renders the posed model ourselves with the forward lobby-lighting variant of the gear shader, framed the way the game frames icons. Weapon parts on shaders without a forward pass (the vanilla pistol bodies) keep the game's render. --LogIconJobs dev opt logs icon job settings and timings.

v0.11.1

  • fix: shell pool not updating on skins reload -- becomes empty texture.

v0.11.0

TL;DR: This version introduces significant performance improvements, especially for large skin libraries. Startup time is drastically reduced, and VRAM usage is now dependent on the skins in use rather than the total amount of installed skins.

  • feat: lazy skin loading. Textures and meshes are loaded when a gear item that uses them spawns and freed once nothing references them, instead of everything from every installed skin group at startup.
    • New Loading config section:
      • Skin Load Mode
        • Eager = old behavior
        • Compatible = default, also keeps every skin group compatible with each equipped item resident so swapping is instant
        • Active = only what the active skin uses; a swap loads in the background) and
      • Skin Unload Mode
        • Immediate or
        • Idle after Unload Idle Seconds, default 60
    • effects: Startup on a 21-group / 448-texture install went from ~82 s to ~0.2 s; VRAM is bounded by the skins in use instead of the skins installed, which means a significantly reduced memory footprint depending on your skin library size.
  • feat: textures are now DXT-compressed on load (DXT1 without alpha, DXT5 with). Reduces memory footprint per texture. --NoCompress dev opt disables it.
  • feat: texture decoding, mipmap generation, and compression run in managed code on worker threads; the main thread only uploads.
    • Now ships StbImageSharp.dll and StbDxtSharp.dll next to Skins.dll.
    • --LegacyLoad dev opt restores Unity's own LoadImage/Compress path.
  • feat: per-skin-group load timing and a load summary in the log.
  • feat: updated skin reload dialog display
  • fix: a renderer's material is only instanced once a skin is actually applied to it, so renderers no skin touches keep sharing the game's material.
  • fix: shell-pool setup leaked vanilla-texture retains on every re-skin.
  • fix: Texture2DProperty.Unload() used the manifest-relative path as its cache key, so it never matched the entry Load() had created.

Dev Notes

The per-texture cost that made startup slow was Unity's LoadImage (PNG decode) and Compress (DXT), both main-thread only -- moving file I/O off-thread alone would not have helped.

The new pipeline decodes and compresses entirely in managed code on workers and hands the main thread a finished blob for LoadRawTextureData (~3 ms per texture), which is also what makes in-game skin swaps fast.

Ownership is an owner set per texture/bundle rather than a counter, so a target re-running its update can't double-count, and releases are deferred to a periodic sweep so a release-then-reacquire within one frame (every swap) never touches disk.

v0.10.0

  • feat: Skins menu page instead of more buttons
  • feat: moved some settings to settings menu page, thus global instead of per-profile.

v0.9.3

  • fix: WeaponShellManager.OnLevelCleanup would throw because we use null as pool placeholder.
    • This causes faulty level cleanup if called by some mods, and would cause all subsequent level generations to fail until the game is restarted.
    • We now always fill the pool with a valid empty GameObjectPool to prevent this issue.
  • feat: add option to turn on mipmap generation for skin textures.
  • feat: add HarmonyWrapSafe to all patches to prevent patch failures from breaking the game.
  • refactor: initialize skins on level gen Builder.OnFactoryDone instead.

v0.9.1

  • fix: in some setups, gear might be missed in target setup
    • Now we setup all inventory gear on level start, so local player gear is guaranteed to be a target and setup.

v0.9.0

  • fix: casing is not recorded if it is not part of the gun model
  • fix: hacking Tool etc. can now be targeted because we attach at Item level
  • feat: ManagedGroupTarget that attaches to any Item
    • Things like Hacking Tool can now be targeted
  • feat: mags are now skinned
  • refactor: we don't assume MeshRenderers all have MeshFilter with it.
  • refactor: change int types for persistentID to uint.

v0.8.1 / v0.9.2

  • v0.9.2 (rollback-hotfix) points to this version
  • fix: possible security issues

v0.8.0

  • feat: support for installing skinspkg internal format packages.
  • feat: change 'Update All Material Targets' button to 'Open Global Skins Folder' button

v0.7.0

  • feat: mesh replacement via Mesh Targets
  • refactor: adjust schema to use match_groups instead of matchGroups for consistency.

v0.6.3

  • fix: premature texture unload by Unity due to no references
  • feat: manage destruction of Vanilla textures with ref count and HideFlags.DontUnloadUnusedAsset.

Dev Notes

There has been an issue where skins would sometimes stop applying correctly. Reverting to Vanilla skins after dropping in and out of level would also result in Vanilla textures being destroyed by Unity's resource management. This is because Skins' management of textures are not considered as part of Unity's reference counting system. This update fixes this issue by managing the lifecycle of textures with a ref count and HideFlags.DontUnloadUnusedAsset to prevent Unity from unloading them prematurely.

v0.6.1 / v0.6.2

  • fix: gear ID extraction can cause NRE if item has no PlayfabInstanceId
  • feat: added an "Update All Material Targets" button to settings

v0.6.0

  • fix: incorrect callsite for OnSetActive for selection item
  • fix: skin button disappearing when using LegacyLobby
  • fix: make OnAllPartsSpawned to be patched at lowest priority (might be related to skins not applying in some modded rundowns)
  • feat: skin reload indication and progress display
  • feat: French localization (thank you @Ocha!)
  • feat: Traditional Chinese localization
  • chore: suppress GTFO localization not ready warnings
  • docs: update README

v0.5.3

  • fix: material keyword restore on revert: DisableKeyword("*") was a no-op; now iterates shaderKeywords correctly
  • fix: _clean flag being set after the property loop; it is now set before so a partial-apply failure can't leave the target in an inconsistent state
  • fix: when a configured skin GUID is no longer found in the registry, the target now auto-reverts to vanilla and clears the stale entry
  • feat: auto-move from per-profile to global now replaces the existing global copy on collision rather than skipping, so per-profile is always treated as the up-to-date source

v0.5.2

  • docs: update README with Hot Reload information

v0.5.1

  • feat: initial Release
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