199,178 Commits over 4,140 Days - 2.00cph!
Reducing mesh compression on all weapon world models set to high
Better coroutine profiling
Stripping unused / commented out scripts
Fixed ServerMgr indentation
Tweaked connect coroutine handling
Proto stuff now generated in plugins.
Merged decor_deployables branch to main
Merged decor_deployables branch to main
Since partial classes cannot span assemblies, had to change some shit to sort that.
project files for plugins.
Reverted UI.Options.Keybind.prefab submission
Replaced all StartCoroutine(string) calls with StartCoroutine(IEnumerator) calls
moved most hex blocks over to new system
Added profiler samples to workshop skin loading
Fixed memory leak when workshop skin texture file cannot be found
fixed revolver showing muzzlebrake all the time
Added "itemskins" convar to toggle workshop item skins
Can now press TAB to cycle move and attack modes when you have a unit selected
added tab key to controls help
Merging in the latest from Main
More profiler workshop skin profiler samples
Adjusted tonemapping level to 8.5 - a little darker than it used to be but lighter than after changeset 2180.
Rust.Workshop plugin has profiler enabled in debug build
Got interactables and NPC hover to handle the case where the active item is destroyed. Previously the active item could go null with the UI still displayed.
balance/functionality of Locker
Fish provides animal fat
shopfront no longer blocks wall placement on triangle foundations
protocol++
merged from main to steam
Fixed NPC stats fade out bug
Commenting out UIViewController prints as it was spamming too much
Fixed support for active items that have no held item
Added basic drug item. Not usable yet
Added a basic placeholder drugs HeldItem
WIP netting wall frame block and spinner wheel
launcher health and block reduced
Entity creation is grouped by entity name in profiler
Removed some needlessly deep nested profiler samples