144,134 Commits over 4,413 Days - 1.36cph!
More work on show/hiding ammo/mags for viewmodel reloads
merge from premium_rebrand
Changed the wording, updated tag icon
industrial_conveyor_network_optimize -> main
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Unbusy has to call the full update because we are .5s later
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- Prevent Unbusy from also calling a network update
- Prevent Invokes from allocating in client tweens and when unbusy is invoked
Restore "Get Premium" button on the connect modal when looking at a premium server when not having premium
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