106,637 Commits over 3,836 Days - 1.16cph!
Basic culling implementation properly hooked up
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Created a new air duct end piece
Tweaked air duct meshes to make them less jaggy and added more LODs
Dressing progress
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Fixing several pooling related bugs that would cause excessive GC on the server (especially when but not limited to multithreaded networking)
Cleaned up lighting
Added new light prefabs
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Don't create pegs for stand racks
Using groupshared to store some per cell calculations
Only show the crosshair while remote controlling an autoturret
Add a killdrones command for paddy (doesn't kill delivery drones, only deployable drones)
disabled can hand open on the office elevator doors
Updated the giant door hatch with temporary opening circuit
Moved placement info back to a constant buffer
enforce vertical rotation for stand weapon placement
Changeset
78935 + latest multithreaded networking
tweaked anim and anim speed
merge from refactor_grids
NMS giant hatch files and door prefab
Starting to hook up culling routines
Cache skin variant base name
Remove IEmojiSource, abstraction is no longer needed
Attempting to make emoji work inline with an input field, still very broken
refactoring grid cell functions
Fix a bunch of issues with grid cell contents and stand types
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Fixed missing LOD setup on HMLMG worldmodel that was causing bounds detection to not work.
NRE fix when worldmodel setup is incorrect.
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Can now exclude weapons from certain weapon rack types
Applying EAC's own C# wrapper pinning fix (keeping my previous fix in place as it's expected to yield better multithreading performance)
Updated crosshair for RC computer station UI
Log bulk item changes (furnaces, minicopter fuel, etc) by sum amounts and sending every 1 min per entity type
Don't show attack heli loot interactions when mounted
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Merge Main -> Experimental
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