136,063 Commits over 4,444 Days - 1.28cph!

9 Days Ago
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
9 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
9 Days Ago
Merge from main
9 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
9 Days Ago
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
9 Days Ago
Check charm ownership when firing the UpdateAccessoryOnItem rpc
9 Days Ago
steam_retry_button_fix -> main
9 Days Ago
LODs and collision and vertex blends for playground assets
9 Days Ago
Calculate a suitable position as soon as a satellite is selected.
9 Days Ago
small transform access usage change
9 Days Ago
disabled editor-only sync on all bc materials
9 Days Ago
Update(tests): add a synthetic test to cause pool spill runaway - moved other spillage tests to Unit namespace and merge into 1 test Made it to fail consistently at 4 consume threads Tests: ran tests
9 Days Ago
merge from attachment_charms/ui
9 Days Ago
Can change charms in the repair bench as well
9 Days Ago
Enable RW on all meshes currently used for collision in the apartments monument
9 Days Ago
Prepare camera motion vector pass
9 Days Ago
testlist
9 Days Ago
merge from mfm2 (merge from main)
9 Days Ago
More manual fixes after merge
9 Days Ago
Hide change accessory button if you dont own any accessory
9 Days Ago
Charms search bar Minor styling update
9 Days Ago
merge from main manually resolve Elevator and VendingMachine conflicts
9 Days Ago
merge from main
10 Days Ago
merge from status_convar_fix
10 Days Ago
merge from streamermode_fix
10 Days Ago
Charm icon tooltip
10 Days Ago
SSAO render feature port
10 Days Ago
Revert 153856
10 Days Ago
merge from main
10 Days Ago
merge from contact_lowresasset_fix
10 Days Ago
Fixed contact mugshot_unknown UI asset using streaming mip maps
10 Days Ago
merge from optimize_train_track_meshes -> main
10 Days Ago
Fix IsAnyLODVisible() not being inverted in OnMeshJobFinished() causing rail meshes to be always deleted instead of only deleted if the LOD was hidden before the mesh generation job finished
10 Days Ago
Fix filter to only generate lowest LOD only checking if filter is null, not if filter is empty - fixes rivers + roads + train track meshes not generating at all
10 Days Ago
merge from main -> optimize_train_track_meshes
10 Days Ago
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
10 Days Ago
Merge from ModularCarClipping_Fix
10 Days Ago
Removed an EditorApplication update invoke in BaseVehicleModuleEditor that was causing issues (recursive layout) Replaced the Vector fields for foot IK positions on modular car seats with transform fields, added matching transforms for the couple of seats with IK positions Adjusted foot position on the LessLegroom seats to minimise foot clipping
10 Days Ago
Merge from main
10 Days Ago
Merge from PlayerRigUpdate2 (new one handed sprint anims on most two handed projectile weapons)
10 Days Ago
Merge from main
10 Days Ago
Merge from sprint_subsystem
10 Days Ago
Added one handed sprint anims to M4, Spas, Crossbow, Double Barrel, MP5, Bolty, SMG, Thompson, M249, Semi Auto, AK47, Space LR
10 Days Ago
Merge from parent
10 Days Ago
Merge from mount_cycle_fix
10 Days Ago
Merge from main (some tricky PlayerModel.cs merges happening today)
10 Days Ago
Merge from wanted_deep_sea_fix
10 Days Ago
Merge from huntingtrophy_skins
10 Days Ago
Merge from PlayerRigUpdate2
10 Days Ago
Delete turnOn and turnOff parameters from PlayerAnimator Delete Turn On and Turn Off states (was only ever used for torches, now handled via sub systems)