144,108 Commits over 4,413 Days - 1.36cph!
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
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RRP BillboardLight logic consistency fix with BRP
Swapped premium logo in main menu footer
Added UIBorder and UIRoundedCorners
Rebuilt the premium modal
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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
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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
Fixed crosshair popups regression from my recent generic popup changes
Optim: cache UpdateNetworkGroup invoke
Saves 1 alloc/128b
Tests: none, trivial change
Optim: cache PlayRadioChatter invoke
Saves 1 alloc/128b
Tests: none, trivial change
merge from spraycan_reskin_refactor
Quick fix for ammo_true and false params not being set on viewmodel component
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
Optim: cache 2 invokes in Buoyancy.CheckSleepState
Saves 2 allocs/256b
Tests: none, trivial change
Intial setup for reload variants, shells visible in mag dependant on state (wip)
Glass AR - model and texture update, added extra materials for testing
Optim: cache RemoveCorpse invoke
Saves 3 allocs, 384b total
Tests: none, trivial change
exported updated vm m16a2 anims
Fix compile errors (explicit namespace) after fixing additional projects
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)
update apartment_complex_monument/prototype