143,995 Commits over 4,413 Days - 1.36cph!
Optim: avoid boxing allocs in Azure.LogResource
Weirdly Enum.ToString has 2 boxing allocs, totalling 48b.
Tests: none, trivial change
merge from keyboard_layouts_fix
Popup background blur/color consistency pass
Better looking key conflict popup
fix active state for underwater effect not propagating
Refactor to cache calculated crash position instead of recalculating it needlessly.
Serialze te cached position too.
Clean: fixup formatting in BasePlayer.OnProjectileAttack
Tests: none, trivial change
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Folder cleanup
- Renamed animators
- Deleted old player 3p anims
- Renamed static viewmodel mesh
- Deleted blockout mesh
Refactor SatelliteCrash serialization to use it's own new protobuf message too.
fixed industrial auto turret gibs referencing original auto turret
Add SatelliteControlComputer protobuf definition.
Serialize shit
Tweak placeholder remains size/pos/rot
Updating industrial torch mesh
Added crash remains prefab/entity script.
Hook up to satellite prefab.
Optim: cache RemoveOldNoises invoke
Saves 1-2 allocs, 128b each
Tests: none, trivial changes
exported updated v_m16a2 anims
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Fixed some bind widgets not using the full command
player_loot_mark_dirty_fix -> main
Remove repeated allocation in PlayerLoot::MarkDirty
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
small and medium apartment, mesh colliders
dance gesture animation update
Merge from PlayerRigUpdate2
Optim: use pooling in BaseNetworkable::OnNetworkLimitStart
Saves us 3 allocs, 100b min
Tests: none, trivial change
UI sounds polish and audio tweaks
Optim: cache action in PlayerLoot.MarkDirty
1 alloc/128b
Tests: none, trivial change
Optim: cache PlayerLoot.MarkDirty action creation
Saves 1 alloc/128b per container
Tests: none, trivial change
merge from PlayerRigUpdate2
merge from PlayerRigUpdate2 (just texture metas)
commit annoying body hair and mannequin texture metas
Optim: cache actions in TrainEngine.PlayerServerInput
Saves 2 actions, 128b per
Tests: none, trivial change
Male playermodelskin set up
for the apartment corridors: added lods, vertex paint, tweaked trim material, set culling distances
Fix 'elbow-ness' a little on the front turret
merge from resourcedispenser_allocs
Optim: cache BasePlayer.ForceUpdateTriggersAction allocation
Saves a single 128b alloc
Tests: none, trivial change
Fixed binds menu not using strict GetButtonsWithBind
+attack was showing mouse0 and mouse1 instead of just mouse0
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