144,820 Commits over 4,444 Days - 1.36cph!
Stop industrial conveyors from sending 4 network updates rather than one every time the switch is set on or off (until flag changes are implemented)
PlayerCopyTool copies base color brightness
network_analyser_rebuild -> main
uncouple skinNumber and meshNumber, so skin brightness doesn't correlate with the subset
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
Fixed IconRender scene using the old UI input system module
merge from keyboard_layouts_fix
Fix bind_default stomping player rebinds when the default command was left unbound
merge from premium_rebrand
merge from premium_rebrand
Tweaks, deleted old premium modal
Updating burstcloth constraints for industrial torch
Deleted some old assets
Reserialized a bunch of menuui2 prefabs
Updated premium server browser tag
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RRP BillboardLight logic consistency fix with BRP
Swapped premium logo in main menu footer
Added UIBorder and UIRoundedCorners
Rebuilt the premium modal
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Full remake of the network analyser UI.
Supports:
- looking at a delta (last x seconds)
- Pin/Compare snapshots side by side
- Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
50cal_animation_improvements -> main
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merge from main -> optimize_train_track_meshes
update apartment_complex_monument/prototype
merge from main -> apartment_complex_monument
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
Allow toggling more than one gameobject based on ammo > 1
merge from fix_additional_projects_slnx -> main
Optim: get rid of string alloc in BaseCombatEntity.Hurt
1alloc/32b
Tests: none, trivial change
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
female/light skin brightness balance pass
Better fix, make setting ammo_true false params its own option on the component
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable
Allows to save on iterator allocation, 40b
Tests: none, trivial change
Fixed crosshair popups regression from my recent generic popup changes
Optim: cache UpdateNetworkGroup invoke
Saves 1 alloc/128b
Tests: none, trivial change
Optim: cache PlayRadioChatter invoke
Saves 1 alloc/128b
Tests: none, trivial change