144,177 Commits over 4,444 Days - 1.35cph!
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
Setup spawning an impact entity on impact so I can assign one later (crashed satellite version)
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'
Shrink/expand thruster actions don't consume fuel if already at min/max. Shrink doesn't do the movement nudge in this situation either.
Fix lock trajectory token
Delete old SatelliteOrbit prefab
Satellite kills players on impact. Added killRadius and debug draw.
Merge: from buildcommand_allocs
- Bugfix for enable_marker_teleport teleporting to wrong Z
Tests: unit tests + enable_marker_teleport
Optim: get rid of a string alloc in teleportpos
Forgot it when expanding string view compatibility
Tests: used enable_marker_teleport
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
Fix fuel cells draining in wrong order
merge from PlayerRigUpdate2
merge from playerboat_beached_flipping_fix
better controlled lifting force with PlayerBoat unbeaching
merge from keyboard_layouts_fix
Reverted environment volume changes for wing and core interiors