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137,510 Commits over 4,352 Days - 1.32cph!

Yesterday
sunken /combat knife updates (now we have orientation model changes from main) - updated 3p combat anims with new prop orientation - removed entity offsets - set to follow r_prop instead of r_hand - updated holster positions
Yesterday
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Yesterday
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Yesterday
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Yesterday
Aniso setting fix
Yesterday
Various light fixture stuff.
Yesterday
Saloon kick updates - Updated player animator with correct anims - Added anim events
Yesterday
Top bleed fix.
Yesterday
Scene backup. Light prefab optimizations and tweaks.
Yesterday
added offsets to the refresh salvaged axe mesh in entity and world model prefabs to match the original
Yesterday
Bunny Suit Texture delete
Yesterday
Bunny Suit Material and Texture Fixes
Yesterday
Lighting stuff.
Yesterday
Added a button to toggle open/closed the command list
Yesterday
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Yesterday
Fix command.GetOverride() NRE when populating the command list
Yesterday
Light scene & related files.
Yesterday
Fix creative.freebuild (setting grades) breaking with the boat building plan
Yesterday
thicker/detailed window frames to match apartments around
Yesterday
removed introduced allocations
2 Days Ago
moved frameNo+serverTs to NetWrite (main thread set)
2 Days Ago
merge from main
2 Days Ago
pushing scene before merge
2 Days Ago
updated steam id on crypt building skin
2 Days Ago
merge from main
2 Days Ago
merge from main
Rin
2 Days Ago
merge from static_bbs_magnet_fix
Rin
2 Days Ago
merge from bbq_fix_lod_emission
Rin
2 Days Ago
merge from vendingmachine_deploy_fix
Rin
2 Days Ago
merge from fueltank_fix
Rin
2 Days Ago
merge from shipping_containers_optimizations
2 Days Ago
Add highlighted search through the convars (just like settings search)
2 Days Ago
work around RT size mismatch in BiRP water wrapper
3 Days Ago
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3 Days Ago
- Fix console not pushing logs after inputting - FIx autocomplete command list flex snapping at random intervals - Expose current override value rather than default value
Rin
3 Days Ago
merge from io_exploit_fix
3 Days Ago
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4 Days Ago
Fixed vending machine deploy regression
4 Days Ago
Update(tests): add 8 players perf test to UpdateSubscriptions - add some TimeWarnings to parallel UpdateSubscriptions - got rid of caching all Visible sets, just reuse 1 per task from pool Tests: ran tests
4 Days Ago
Update(tests): Pump up those rookie network streaming range numbers in unit tests (1,2 -> 4,8) to match real servers - rewrote spawning logic in UpdateSubscriptions unit tests to ensure we spawn within main layer 128 player perf test is now showing much better results: Serial - 10.3ms, Parallel - 1.7ms Tests: ran unit tests
5 Days Ago
Budget the main thread part of navmesh building
5 Days Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
5 Days Ago
naming conventions, small tweaks
5 Days Ago
manifest, bounds fixes, guide fixes
5 Days Ago
apartment wood stove
5 Days Ago
Loadouts tab baseline
5 Days Ago
updated item definition on bunny suit
5 Days Ago
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5 Days Ago
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
5 Days Ago
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