146,121 Commits over 4,413 Days - 1.38cph!

Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
Remove another call to AllocConsole()
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
Yesterday
Allow toggling more than one gameobject based on ammo > 1
Yesterday
merge from fix_additional_projects_slnx -> main
Yesterday
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
Yesterday
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
Yesterday
Forgot the M16
Yesterday
female/light skin brightness balance pass
Yesterday
Better fix, make setting ammo_true false params its own option on the component
Yesterday
Merge: from main
Yesterday
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
Yesterday
Fixed crosshair popups regression from my recent generic popup changes
Yesterday
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
Yesterday
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
Yesterday
merge from spraycan_reskin_refactor
Yesterday
Quick fix for ammo_true and false params not being set on viewmodel component
Yesterday
Minor cleanup Move CanBuild check further down Fix spray fail response logging to console of the whole net group Remove rundant codelock parent field Disallow reskinning turrets if not authed Disallow reskinning Busy doors Prevent potential error when reskinning io with mismatched slot counts
Yesterday
male/light skin brightness balance pass
Yesterday
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
Yesterday
Intial setup for reload variants, shells visible in mag dependant on state (wip)
Yesterday
Glass AR - model and texture update, added extra materials for testing
Yesterday
Optim: cache RemoveCorpse invoke Saves 3 allocs, 384b total Tests: none, trivial change
Yesterday
exported updated vm m16a2 anims
Yesterday
Fix compile errors (explicit namespace) after fixing additional projects
Yesterday
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)
Yesterday
update apartment_complex_monument/prototype
Yesterday
Optim: cache StopBeingDemolishable invoke 1 alloc/128b Tests: none, trivial change
Yesterday
Move work on apartment network groups
Yesterday
Fix "Generate Additional Projects" not working due to Unity 6 using .slnx
Yesterday
Eyes have independent brightness in skin sets
Yesterday
merge from main
Yesterday
Fixed not being able to pick up full shelves when placed on top of half shelves. Made all the pickup volumes for each of the shelves exactly the same.
Yesterday
Optim: use static action in ServerBuildingManager.Split Should save another 2 allocs/160b per building block Tests: none, trivial change
Yesterday
Clean: tabs -> spaces, get rid of explicit generic args Tests: none, trivial change
Yesterday
Optim: use static callback to avoid allocs in ServerBuildingManager.CheckMerge Saves 2 allocs, 160b total Tests: none, trivial change
Yesterday
Optim: get rid of LINQ in Planner.FindSocket Saves 3 allocs/180b total Tests: none, trivial change
Yesterday
Optim: cache UpdatedVisibleHolsteredItems invoke Saves 1 alloc/128b Tests: none, trivial change
Yesterday
Set up rail to appear on all scopes
Yesterday
Merge from bowless_crossbow_audio
Yesterday
tweak
Yesterday
Optim: avoid boxing allocs in Azure.LogResource Weirdly Enum.ToString has 2 boxing allocs, totalling 48b. Tests: none, trivial change
Yesterday
merge from keyboard_layouts_fix
Yesterday
Popup background blur/color consistency pass
Yesterday
Better looking key conflict popup
Yesterday
Codegen
Yesterday
fix active state for underwater effect not propagating
Yesterday
Refactor to cache calculated crash position instead of recalculating it needlessly. Serialze te cached position too.