147,222 Commits over 4,444 Days - 1.38cph!

Today
LODs and collision and vertex blends for playground assets
Today
Calculate a suitable position as soon as a satellite is selected.
Today
small transform access usage change
Today
disabled editor-only sync on all bc materials
Today
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
Today
merge from attachment_charms/ui
Today
Can change charms in the repair bench as well
Today
Enable RW on all meshes currently used for collision in the apartments monument
Today
Prepare camera motion vector pass
Today
testlist
Today
merge from mfm2 (merge from main)
Today
More manual fixes after merge
Today
Hide change accessory button if you dont own any accessory
Today
Charms search bar Minor styling update
Today
merge from main manually resolve Elevator and VendingMachine conflicts
Today
merge from main
Today
merge from status_convar_fix
Today
merge from streamermode_fix
Today
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Today
Charm icon tooltip
Today
SSAO render feature port
Today
Revert 153856
Today
merge from main
Today
merge from contact_lowresasset_fix
Today
Fixed contact mugshot_unknown UI asset using streaming mip maps
Today
merge from optimize_train_track_meshes -> main
Today
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
Today
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
Today
merge from main -> optimize_train_track_meshes
Today
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
Today
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Today
Merge from ModularCarClipping_Fix
Today
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Today
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
Today
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Today
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Today
Merge from main
Today
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Today
Merge from PlayerRigUpdate2 (new one handed sprint anims on most two handed projectile weapons)
Today
Merge from main
Today
Merge from sprint_subsystem
Today
Added one handed sprint anims to M4, Spas, Crossbow, Double Barrel, MP5, Bolty, SMG, Thompson, M249, Semi Auto, AK47, Space LR
Today
Merge from parent
Today
Merge from mount_cycle_fix
Today
Merge from main (some tricky PlayerModel.cs merges happening today)
Today
Merge from wanted_deep_sea_fix
Today
Merge from huntingtrophy_skins
Today
Merge from PlayerRigUpdate2
Today
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)