146,145 Commits over 4,413 Days - 1.38cph!

Yesterday
Fix compile errors (explicit namespace) after fixing additional projects
Yesterday
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)
Yesterday
update apartment_complex_monument/prototype
Yesterday
Optim: cache StopBeingDemolishable invoke 1 alloc/128b Tests: none, trivial change
Yesterday
Move work on apartment network groups
Yesterday
Fix "Generate Additional Projects" not working due to Unity 6 using .slnx
Yesterday
Eyes have independent brightness in skin sets
Yesterday
merge from main
Yesterday
Fixed not being able to pick up full shelves when placed on top of half shelves. Made all the pickup volumes for each of the shelves exactly the same.
Yesterday
Optim: use static action in ServerBuildingManager.Split Should save another 2 allocs/160b per building block Tests: none, trivial change
Yesterday
Clean: tabs -> spaces, get rid of explicit generic args Tests: none, trivial change
Yesterday
Optim: use static callback to avoid allocs in ServerBuildingManager.CheckMerge Saves 2 allocs, 160b total Tests: none, trivial change
Yesterday
Optim: get rid of LINQ in Planner.FindSocket Saves 3 allocs/180b total Tests: none, trivial change
Yesterday
Optim: cache UpdatedVisibleHolsteredItems invoke Saves 1 alloc/128b Tests: none, trivial change
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