146,131 Commits over 4,413 Days - 1.38cph!

Yesterday
Fixed binds menu not using strict GetButtonsWithBind +attack was showing mouse0 and mouse1 instead of just mouse0
Yesterday
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
Yesterday
Setup spawning an impact entity on impact so I can assign one later (crashed satellite version)
Yesterday
▉ ▍▄▆█▅ ▄▍▇▇ ▆▍▄▇
Yesterday
merge from main
Yesterday
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'
Yesterday
Shrink/expand thruster actions don't consume fuel if already at min/max. Shrink doesn't do the movement nudge in this situation either.
Yesterday
Fix lock trajectory token
Yesterday
Delete old SatelliteOrbit prefab
Yesterday
Satellite kills players on impact. Added killRadius and debug draw.
Yesterday
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
Yesterday
Optim: get rid of a string alloc in teleportpos Forgot it when expanding string view compatibility Tests: used enable_marker_teleport
Yesterday
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
Yesterday
Fix fuel cells draining in wrong order
Yesterday
Merge from main
Yesterday
merge from PlayerRigUpdate2
Yesterday
merge from playerboat_beached_flipping_fix
Yesterday
better controlled lifting force with PlayerBoat unbeaching
Yesterday
merge from keyboard_layouts_fix
Yesterday
Reverted environment volume changes for wing and core interiors
Yesterday
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"
Yesterday
Merge: from main
Yesterday
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
Yesterday
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
Yesterday
Added error handling when cleaning up temporary map files upon cancelling the download Temporary map file names now use unique GUIDs
Yesterday
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
Yesterday
Merge from main
Yesterday
▉█ ▌▇▊ ▍█▌▊██▄▇██ ▍▅▉▆▍█▇ █▌▄▊▄▌ ▇▉▍▊▅▋ ▇▇▌ ▌▊▄▆▇▍▅▅▊ ▋▍▊▌█▌▅▊▉▅▍▄▇▄▍▊▉▅▉▋▍▊▅▅ ▄▆▍▅▊▅█▇
Yesterday
Merge: from main
Yesterday
Merge: from pm2
Rin
Yesterday
merge from save285 - Staging wipe!
Yesterday
Codegen
Yesterday
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
Yesterday
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
Yesterday
Merge from main
Yesterday
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
Rin
Yesterday
network++ save++ persistance++
Yesterday
fixed BDU protection values switched
Yesterday
commiting a bunch of meta files plastic moaning about
Yesterday
ballistic armor condiction pass
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Merge from tutorial_animator_fixups
Yesterday
Delete some more deprecated components
Yesterday
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
Yesterday
Hardcode drop_item gesture to 1s as it's now faster
Yesterday
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Yesterday
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)