146,328 Commits over 4,444 Days - 1.37cph!

5 Days Ago
Optim: avoid boxing allocs in Azure.LogResource Weirdly Enum.ToString has 2 boxing allocs, totalling 48b. Tests: none, trivial change
5 Days Ago
merge from keyboard_layouts_fix
5 Days Ago
Popup background blur/color consistency pass
5 Days Ago
Better looking key conflict popup
5 Days Ago
Codegen
5 Days Ago
fix active state for underwater effect not propagating
5 Days Ago
Refactor to cache calculated crash position instead of recalculating it needlessly. Serialze te cached position too.
5 Days Ago
Clean: fixup formatting in BasePlayer.OnProjectileAttack Tests: none, trivial change
5 Days Ago
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5 Days Ago
Folder cleanup - Renamed animators - Deleted old player 3p anims - Renamed static viewmodel mesh - Deleted blockout mesh
5 Days Ago
Refactor SatelliteCrash serialization to use it's own new protobuf message too.
5 Days Ago
fixed industrial auto turret gibs referencing original auto turret
5 Days Ago
Codegen/proto
5 Days Ago
Add SatelliteControlComputer protobuf definition. Serialize shit
5 Days Ago
Tweak placeholder remains size/pos/rot
5 Days Ago
Merge from Main
5 Days Ago
Updating industrial torch mesh
5 Days Ago
Added crash remains prefab/entity script. Hook up to satellite prefab.
5 Days Ago
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5 Days Ago
Optim: cache RemoveOldNoises invoke Saves 1-2 allocs, 128b each Tests: none, trivial changes
5 Days Ago
exported updated v_m16a2 anims
5 Days Ago
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5 Days Ago
Fixed some bind widgets not using the full command
5 Days Ago
player_loot_mark_dirty_fix -> main
5 Days Ago
Remove repeated allocation in PlayerLoot::MarkDirty
5 Days Ago
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
5 Days Ago
small and medium apartment, mesh colliders
5 Days Ago
merge from main
5 Days Ago
merge from main
5 Days Ago
dance gesture animation update
5 Days Ago
Merge from PlayerRigUpdate2
5 Days Ago
Optim: use pooling in BaseNetworkable::OnNetworkLimitStart Saves us 3 allocs, 100b min Tests: none, trivial change
5 Days Ago
UI sounds polish and audio tweaks
5 Days Ago
merge from main
5 Days Ago
Optim: cache action in PlayerLoot.MarkDirty 1 alloc/128b Tests: none, trivial change
5 Days Ago
Optim: cache PlayerLoot.MarkDirty action creation Saves 1 alloc/128b per container Tests: none, trivial change
5 Days Ago
merge from PlayerRigUpdate2
5 Days Ago
merge from PlayerRigUpdate2 (just texture metas)
5 Days Ago
commit annoying body hair and mannequin texture metas
5 Days Ago
Optim: cache actions in TrainEngine.PlayerServerInput Saves 2 actions, 128b per Tests: none, trivial change
5 Days Ago
Male playermodelskin set up
5 Days Ago
for the apartment corridors: added lods, vertex paint, tweaked trim material, set culling distances
5 Days Ago
Fix 'elbow-ness' a little on the front turret
5 Days Ago
merge from resourcedispenser_allocs
5 Days Ago
Avoid double lookup
5 Days Ago
Optim: cache BasePlayer.ForceUpdateTriggersAction allocation Saves a single 128b alloc Tests: none, trivial change
5 Days Ago
Fixed binds menu not using strict GetButtonsWithBind +attack was showing mouse0 and mouse1 instead of just mouse0
5 Days Ago
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
5 Days Ago
Setup spawning an impact entity on impact so I can assign one later (crashed satellite version)