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8 Minutes Ago
Optim: cache RemoveOldNoises invoke Saves 1-2 allocs, 128b each Tests: none, trivial changes
20 Minutes Ago
exported updated v_m16a2 anims
40 Minutes Ago
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41 Minutes Ago
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43 Minutes Ago
Fixed some bind widgets not using the full command
43 Minutes Ago
player_loot_mark_dirty_fix -> main
43 Minutes Ago
Remove repeated allocation in PlayerLoot::MarkDirty
44 Minutes Ago
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
47 Minutes Ago
small and medium apartment, mesh colliders
50 Minutes Ago
merge from main
51 Minutes Ago
merge from main
51 Minutes Ago
dance gesture animation update
53 Minutes Ago
Merge from PlayerRigUpdate2
54 Minutes Ago
Optim: use pooling in BaseNetworkable::OnNetworkLimitStart Saves us 3 allocs, 100b min Tests: none, trivial change
57 Minutes Ago
UI sounds polish and audio tweaks
1 Hour Ago
merge from main
1 Hour Ago
Optim: cache action in PlayerLoot.MarkDirty 1 alloc/128b Tests: none, trivial change
1 Hour Ago
Optim: cache PlayerLoot.MarkDirty action creation Saves 1 alloc/128b per container Tests: none, trivial change
1 Hour Ago
merge from PlayerRigUpdate2
1 Hour Ago
merge from PlayerRigUpdate2 (just texture metas)
1 Hour Ago
commit annoying body hair and mannequin texture metas
1 Hour Ago
Optim: cache actions in TrainEngine.PlayerServerInput Saves 2 actions, 128b per Tests: none, trivial change
1 Hour Ago
Male playermodelskin set up
1 Hour 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
2 Hours Ago
merge from resourcedispenser_allocs
2 Hours Ago
Avoid double lookup
2 Hours Ago
Optim: cache BasePlayer.ForceUpdateTriggersAction allocation Saves a single 128b alloc Tests: none, trivial change
2 Hours Ago
Fixed binds menu not using strict GetButtonsWithBind +attack was showing mouse0 and mouse1 instead of just mouse0
2 Hours 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
3 Hours Ago
Setup spawning an impact entity on impact so I can assign one later (crashed satellite version)
3 Hours Ago
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3 Hours Ago
merge from main
3 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'
3 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.
4 Hours Ago
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
4 Hours Ago
Optim: get rid of a string alloc in teleportpos Forgot it when expanding string view compatibility Tests: used enable_marker_teleport
4 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
4 Hours Ago
Fix fuel cells draining in wrong order
4 Hours Ago
Merge from main
4 Hours Ago
merge from PlayerRigUpdate2
4 Hours Ago
merge from playerboat_beached_flipping_fix
4 Hours Ago
better controlled lifting force with PlayerBoat unbeaching
4 Hours Ago
merge from keyboard_layouts_fix
4 Hours Ago
Reverted environment volume changes for wing and core interiors
4 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"