145,910 Commits over 4,413 Days - 1.38cph!
Optim: cache RemoveOldNoises invoke
Saves 1-2 allocs, 128b each
Tests: none, trivial changes
exported updated v_m16a2 anims
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Fixed some bind widgets not using the full command
player_loot_mark_dirty_fix -> main
Remove repeated allocation in PlayerLoot::MarkDirty
Added a warning popup when you're about to override a bind from the keybind menu
Localized "Press a key" text on the bind button
small and medium apartment, mesh colliders
dance gesture animation update
Merge from PlayerRigUpdate2
Optim: use pooling in BaseNetworkable::OnNetworkLimitStart
Saves us 3 allocs, 100b min
Tests: none, trivial change
UI sounds polish and audio tweaks
Optim: cache action in PlayerLoot.MarkDirty
1 alloc/128b
Tests: none, trivial change
Optim: cache PlayerLoot.MarkDirty action creation
Saves 1 alloc/128b per container
Tests: none, trivial change
merge from PlayerRigUpdate2
merge from PlayerRigUpdate2 (just texture metas)
commit annoying body hair and mannequin texture metas
Optim: cache actions in TrainEngine.PlayerServerInput
Saves 2 actions, 128b per
Tests: none, trivial change
Male playermodelskin set up
for the apartment corridors: added lods, vertex paint, tweaked trim material, set culling distances
Fix 'elbow-ness' a little on the front turret
merge from resourcedispenser_allocs
Optim: cache BasePlayer.ForceUpdateTriggersAction allocation
Saves a single 128b alloc
Tests: none, trivial change
Fixed binds menu not using strict GetButtonsWithBind
+attack was showing mouse0 and mouse1 instead of just mouse0
When reading the cfg, we now apply keys.cfg before keys_default.cfg. Fixes default binds always being re-applied as the primary on startup.
This was breaking binds on non-US layouts, AZERTY for example: rebinding +prevskin to A would end up with Q back as the primary and A as a secondary after a restart. But Q is +left for AZERTY users, so moving left while upgrading building blocks was switching skins...
Tradeoff: any unbound command gets filled in from defaults on startup
Setup spawning an impact entity on impact so I can assign one later (crashed satellite version)
Default binds are automatically localized so non us-QWERTY players dont have to rebind everything when starting the game for the first time
keys_default is now using 'bind_default' instead of 'bind'
Shrink/expand thruster actions don't consume fuel if already at min/max. Shrink doesn't do the movement nudge in this situation either.
Fix lock trajectory token
Delete old SatelliteOrbit prefab
Satellite kills players on impact. Added killRadius and debug draw.
Merge: from buildcommand_allocs
- Bugfix for enable_marker_teleport teleporting to wrong Z
Tests: unit tests + enable_marker_teleport
Optim: get rid of a string alloc in teleportpos
Forgot it when expanding string view compatibility
Tests: used enable_marker_teleport
Bugfix: fix invalid trimming in ToVector(StringView)
- StringView - add 2- and 3-char Trim overloads
- add a unit test
Tests: unit tests + enable_marker_teleport
Fix fuel cells draining in wrong order
merge from PlayerRigUpdate2
merge from playerboat_beached_flipping_fix
better controlled lifting force with PlayerBoat unbeaching
merge from keyboard_layouts_fix
Reverted environment volume changes for wing and core interiors
More keyboard layout fixes. We now register all buttons using their display name
Symbols not part of the Key enum are still stored by their name for consistency
Binds saved with raw keycaps are auto converted "bind [ kill" -> "bind leftbracket kill"