146,149 Commits over 4,413 Days - 1.38cph!

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
2 Days Ago
Clean: tabs -> spaces, get rid of explicit generic args Tests: none, trivial change
2 Days Ago
Optim: use static callback to avoid allocs in ServerBuildingManager.CheckMerge Saves 2 allocs, 160b total Tests: none, trivial change
2 Days Ago
Optim: get rid of LINQ in Planner.FindSocket Saves 3 allocs/180b total Tests: none, trivial change
2 Days Ago
Optim: cache UpdatedVisibleHolsteredItems invoke Saves 1 alloc/128b Tests: none, trivial change
2 Days Ago
Set up rail to appear on all scopes
2 Days Ago
Merge from bowless_crossbow_audio
2 Days Ago
tweak
2 Days Ago
Optim: avoid boxing allocs in Azure.LogResource Weirdly Enum.ToString has 2 boxing allocs, totalling 48b. Tests: none, trivial change
2 Days Ago
merge from keyboard_layouts_fix
2 Days Ago
Popup background blur/color consistency pass
2 Days Ago
Better looking key conflict popup
2 Days Ago
Codegen
2 Days Ago
fix active state for underwater effect not propagating
2 Days Ago
Refactor to cache calculated crash position instead of recalculating it needlessly. Serialze te cached position too.
2 Days Ago
Clean: fixup formatting in BasePlayer.OnProjectileAttack Tests: none, trivial change
2 Days Ago
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2 Days Ago
Folder cleanup - Renamed animators - Deleted old player 3p anims - Renamed static viewmodel mesh - Deleted blockout mesh
2 Days Ago
Refactor SatelliteCrash serialization to use it's own new protobuf message too.
2 Days Ago
fixed industrial auto turret gibs referencing original auto turret
2 Days Ago
Codegen/proto
2 Days Ago
Add SatelliteControlComputer protobuf definition. Serialize shit
2 Days Ago
Tweak placeholder remains size/pos/rot
2 Days Ago
Merge from Main
2 Days Ago
Updating industrial torch mesh
2 Days Ago
Added crash remains prefab/entity script. Hook up to satellite prefab.
2 Days Ago
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2 Days Ago
Optim: cache RemoveOldNoises invoke Saves 1-2 allocs, 128b each Tests: none, trivial changes
2 Days Ago
exported updated v_m16a2 anims
2 Days Ago
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2 Days Ago
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2 Days Ago
Fixed some bind widgets not using the full command
2 Days Ago
player_loot_mark_dirty_fix -> main
2 Days Ago
Remove repeated allocation in PlayerLoot::MarkDirty
2 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
2 Days Ago
small and medium apartment, mesh colliders
2 Days Ago
merge from main