reporust_rebootcancel

144,108 Commits over 4,413 Days - 1.36cph!

Today
Fixed IconRender scene using the old UI input system module
Today
merge from keyboard_layouts_fix
Today
Fix bind_default stomping player rebinds when the default command was left unbound
Today
merge from premium_rebrand
Today
Compile fix
Today
merge from premium_rebrand
Today
Tweaks, deleted old premium modal
Today
Updating burstcloth constraints for industrial torch
Today
Deleted some old assets Reserialized a bunch of menuui2 prefabs
Today
Updated premium server browser tag
Broken tile prop set
more skin set balance
Today
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Today
RRP BillboardLight logic consistency fix with BRP
Today
Swapped premium logo in main menu footer
Today
Added UIBorder and UIRoundedCorners
Today
Rebuilt the premium modal
Today
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Today
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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
Today
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Today
merge from main -> optimize_train_track_meshes
Today
update apartment_complex_monument/prototype
Today
merge from main -> apartment_complex_monument
Today
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
Today
merge from fix_additional_projects_slnx -> main
Today
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
Today
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
Forgot the M16
female/light skin brightness balance pass
Better fix, make setting ammo_true false params its own option on the component
Today
Merge: from main
Today
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
Today
Fixed crosshair popups regression from my recent generic popup changes
Today
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
Today
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
Today
merge from spraycan_reskin_refactor
Quick fix for ammo_true and false params not being set on viewmodel component
Today
Minor cleanup Move CanBuild check further down Fix spray fail response logging to console of the whole net group Remove rundant codelock parent field Disallow reskinning turrets if not authed Disallow reskinning Busy doors Prevent potential error when reskinning io with mismatched slot counts
male/light skin brightness balance pass
Today
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
Today
Intial setup for reload variants, shells visible in mag dependant on state (wip)
Yesterday
Glass AR - model and texture update, added extra materials for testing
Yesterday
Optim: cache RemoveCorpse invoke Saves 3 allocs, 384b total Tests: none, trivial change
Yesterday
exported updated vm m16a2 anims
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