reporust_rebootcancel

144,097 Commits over 4,413 Days - 1.36cph!

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