145,111 Commits over 4,444 Days - 1.36cph!
Hide change accessory button if you dont own any accessory
Charms search bar
Minor styling update
merge from main
manually resolve Elevator and VendingMachine conflicts
merge from status_convar_fix
merge from streamermode_fix
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merge from contact_lowresasset_fix
Fixed contact mugshot_unknown UI asset using streaming mip maps
merge from optimize_train_track_meshes -> main
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
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
merge from main -> optimize_train_track_meshes
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
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Merge from ModularCarClipping_Fix
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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
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Merge from PlayerRigUpdate2 (new one handed sprint anims on most two handed projectile weapons)
Merge from sprint_subsystem
Added one handed sprint anims to M4, Spas, Crossbow, Double Barrel, MP5, Bolty, SMG, Thompson, M249, Semi Auto, AK47, Space LR
Merge from mount_cycle_fix
Merge from main (some tricky PlayerModel.cs merges happening today)
Merge from wanted_deep_sea_fix
Merge from huntingtrophy_skins
Merge from PlayerRigUpdate2
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)
Merge from torch_implementation_finish
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Merge from cinematic_speed_fix
Fixed some warnings being thrown when entering and exiting cinematic anims
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Allow the 'retry' button to be pressed indefinitely