159,797 Commits over 4,566 Days - 1.46cph!

Today
Don't send voicemails & sculptures - not planning to moderate them, keep it simple by not sending them
Today
Disabled GUILayout on DDraw and OcclusionCulling Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
Today
Fixed cooking workbench not showing the kettle when preparing the newly added teas
Today
merge from cookingworkbench_kettle_fix2
Today
Merge: from main
Today
Added a second `CaveNetworkGroupLayerOverride` to the nuclear missile silo to cover the "living quarters" and "computer room" section - fixes issues with players and NPCs disappearing/reappearing on the stairs
Today
Adding G3A3 blockout mesh
Today
merge from main -> ugc_censor_option
Today
Can now change pie menu sets with gamepad bumpers
Today
Fix badly merged anim controllers and livestock fsm
Today
Added new DungeonGridBlocker to `ue_canyon_[abc]` to prevent underground train tunnels generating too close and removing terrain collision (`TerrainCollisionTrigger`) - prevents players rarely dying at the bottom of canyons.
Today
Merge from main (potential stomp of petting work, on it)
Today
merge from io_optims
Today
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
Today
Fix flickering mouse cursor when right stick scrolling UI options. Fixes double hover state too.
Today
Merge from render_pipeline_testing
Today
Fixed the auto exposure causing camera's to fade in from black unintentionally
Today
merge from main
Today
Added 2 new side anchors to cliff_tall_slope_l_a to fix gaps Fixed gizmos not displaying in the CliffSandbox dev scene
full_parented_mounting -> main
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Today
Fixed LOD components allocating a delegate each time they reregister with occlusion culling A big base streaming in (~3500 LOD components): 417KB -> 15KB alloc
Merge from workshop_skin_analytics
Today
Change lb/rb to cycle container selection ccw/cw
Today
Fix artifacting on cargo mapmarker
Today
Polish cow exit after eating from trough, using new turn anim
Return back workshop IDs that are loaded
Today
Fix container order when jumping with bumpers in dpad mode
Yesterday
Merge from render_pipeline_testing
Yesterday
Updating viewmodel rig with new mesh
Yesterday
Added presets for SSAO that are configured via the renderer feature
Yesterday
Profiling
Yesterday
Fixed MeshCull not hiding its renderer when reused from the pool while culled Was causing code lock light quads to draw at any distance after spawning, amongst other things
Yesterday
Fixes to allow flattening inside of entity prefabs
Yesterday
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
Yesterday
Fix bugs with group change polling
Yesterday
Merge from main
Yesterday
Delete old tests
Yesterday
Disposing graphics buffers before use where it wasn't done previously
Yesterday
Fix a swarm of loose bees briefly appearing near the hand when throwing a bee grenade
Yesterday
merge from trainengine_audio_fix
Yesterday
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
Yesterday
Add missing IsOn check for heli rumble
Yesterday
Fix gamepad glyp display panel UI overlapping in inventory on certain resolutions/aspects
Yesterday
Fix flare viewmodel attach anim
Yesterday
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
Yesterday
Merge from main
Yesterday
Compile fix
Yesterday
update from main
Yesterday
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range