124,627 Commits over 4,079 Days - 1.27cph!
Enabled physics.batchsynctransforms by default
Buoyancy.FixedUpdate is handled by ServerMgr.FixedUpdate to ensure they aren't scattered inbetween other fixed updates, causing SyncTransforms churn
Changed MoveItem amount to an int32 (modder request)
Strip newlines from chat input
Fix missing chinese/japanese/korean characters
[d11][offscreenparticles] Removed the clientvar ( though I don't think its a problem ) and made the "enabled" more explicit by enabling the debug renders
Tweaked physics.batchsynctransforms profiling and behaviour with physics.autosynctransforms disabled
[D11] Remove my profile signout hack
Fixed Skin.LoadAssets NREs
[D11] Performance map test WIP
Scene backup.
Started organizing the messy effects folder.
Scene backup.
Various mat fixes.
fixed horse debug movement
Added horse head collar placeholder art
Added HeapExplorer plugin
Remove 'exclude_renderers' line
[D11] [UI] Map marker tweaks CH47 helicopter.
[D11] [UI] Changed removal method of map marker objects.
[D11] Fix for the Key and Code lock items showing as white batons when in a players hands. They now show the planner instead.
Temporarily removed Launch Site SLOD (causing monument prefab to not build properly)
Temporarily removed Airfield SLOD (causing monument prefab to not build properly)
[D11] [UI] Chinook map marker fixes.
Temporarily removed Compound SLOD (causing monument prefab to not build properly)
Fixed client player tick rate not being set when connecting to sleeper
Horse ragdoll doesn't wrap around itself.
Horse materials GPU instanced.
Ragdoll scene.
Added MeshOccludee to SLOD renderers
added anim to cinematic controller
Updates Win and PS4 version so they compile again.
[D11] [UI] Translation fix for respawn map markers.
Fixed bootstrap showing ... instead of error text
[D11][#2384] adjusted Belt bar sorting. Fixed issue with previous commit
[D11] [UI] Fixed out of bounds issue on getting map marker translation.
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false)
Added physics.autosynctransforms convar (only for testing)
[D11][#2342] Fix for been able to fire two guns at once