134,408 Commits over 4,444 Days - 1.26cph!
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
Unbusy has to call the full update because we are .5s later
- 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
RRP BillboardLight logic consistency fix with BRP
Swapped premium logo in main menu footer
Added UIBorder and UIRoundedCorners
Rebuilt the premium modal
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
merge from main -> optimize_train_track_meshes
update apartment_complex_monument/prototype
merge from main -> apartment_complex_monument
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate
Saves allocating the results array, and should be cheaper as well
Tests: none, trivial change
Allow toggling more than one gameobject based on ammo > 1
merge from fix_additional_projects_slnx -> main
Optim: get rid of string alloc in BaseCombatEntity.Hurt
1alloc/32b
Tests: none, trivial change
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
female/light skin brightness balance pass
Better fix, make setting ammo_true false params its own option on the component
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable
Allows to save on iterator allocation, 40b
Tests: none, trivial change