122,126 Commits over 4,048 Days - 1.26cph!
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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Make the drone sway around in the wind while flying
Disable the swaying for the client controlling the drone to make it look stabilized
Remove curve evaluations and tuple usage in pipe generation job to make it burst compatible
Merge Main -> Attack Helicopter
Merge Main -> Experimental
Prevent poker wasting time updating hidden UI content
Add server convars for overriding the drone's movement speeds for paddy
Log making beds & campers public / private
Try catch every hook implemented so far