145,895 Commits over 4,413 Days - 1.38cph!

4 Minutes Ago
UI sounds polish and audio tweaks
8 Minutes Ago
merge from main
10 Minutes Ago
Optim: cache action in PlayerLoot.MarkDirty 1 alloc/128b Tests: none, trivial change
12 Minutes Ago
Optim: cache PlayerLoot.MarkDirty action creation Saves 1 alloc/128b per container Tests: none, trivial change
18 Minutes Ago
merge from PlayerRigUpdate2
24 Minutes Ago
merge from PlayerRigUpdate2 (just texture metas)
27 Minutes Ago
commit annoying body hair and mannequin texture metas
30 Minutes Ago
Optim: cache actions in TrainEngine.PlayerServerInput Saves 2 actions, 128b per Tests: none, trivial change
44 Minutes Ago
Male playermodelskin set up
47 Minutes Ago
for the apartment corridors: added lods, vertex paint, tweaked trim material, set culling distances
1 Hour Ago
Fix 'elbow-ness' a little on the front turret
1 Hour Ago
merge from resourcedispenser_allocs
1 Hour Ago
Avoid double lookup
1 Hour Ago
Optim: cache BasePlayer.ForceUpdateTriggersAction allocation Saves a single 128b alloc Tests: none, trivial change
1 Hour Ago
Fixed binds menu not using strict GetButtonsWithBind +attack was showing mouse0 and mouse1 instead of just mouse0
1 Hour Ago
When reading the cfg, we now apply keys.cfg before keys_default.cfg. Fixes default binds always being re-applied as the primary on startup. This was breaking binds on non-US layouts, AZERTY for example: rebinding +prevskin to A would end up with Q back as the primary and A as a secondary after a restart. But Q is +left for AZERTY users, so moving left while upgrading building blocks was switching skins... Tradeoff: any unbound command gets filled in from defaults on startup
2 Hours Ago
Setup spawning an impact entity on impact so I can assign one later (crashed satellite version)
2 Hours Ago
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2 Hours Ago
merge from main
2 Hours Ago
Default binds are automatically localized so non us-QWERTY players dont have to rebind everything when starting the game for the first time keys_default is now using 'bind_default' instead of 'bind'
2 Hours Ago
Shrink/expand thruster actions don't consume fuel if already at min/max. Shrink doesn't do the movement nudge in this situation either.
3 Hours Ago
Fix lock trajectory token
3 Hours Ago
Delete old SatelliteOrbit prefab
3 Hours Ago
Satellite kills players on impact. Added killRadius and debug draw.
3 Hours Ago
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
3 Hours Ago
Optim: get rid of a string alloc in teleportpos Forgot it when expanding string view compatibility Tests: used enable_marker_teleport
3 Hours Ago
Bugfix: fix invalid trimming in ToVector(StringView) - StringView - add 2- and 3-char Trim overloads - add a unit test Tests: unit tests + enable_marker_teleport
3 Hours Ago
Fix fuel cells draining in wrong order
3 Hours Ago
Merge from main
3 Hours Ago
merge from PlayerRigUpdate2
3 Hours Ago
merge from playerboat_beached_flipping_fix
3 Hours Ago
better controlled lifting force with PlayerBoat unbeaching
3 Hours Ago
merge from keyboard_layouts_fix
3 Hours Ago
Reverted environment volume changes for wing and core interiors
3 Hours Ago
More keyboard layout fixes. We now register all buttons using their display name Symbols not part of the Key enum are still stored by their name for consistency Binds saved with raw keycaps are auto converted "bind [ kill" -> "bind leftbracket kill"
4 Hours Ago
Merge: from main
4 Hours Ago
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
4 Hours Ago
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
4 Hours Ago
Added error handling when cleaning up temporary map files upon cancelling the download Temporary map file names now use unique GUIDs
4 Hours Ago
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
4 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Merge: from main
4 Hours Ago
Merge: from pm2
Rin
4 Hours Ago
merge from save285 - Staging wipe!
4 Hours Ago
Codegen
4 Hours Ago
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
5 Hours Ago
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
5 Hours Ago
Merge from main
5 Hours Ago
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles