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140,670 Commits over 4,383 Days - 1.34cph!

Yesterday
Restored NVIDIA reflex options being disabled if not supported Added DisableIfDlssNotSupported to DLSS option (was only on DLAA) Needs more work because looks like DLSS.IsDlssSupported is always returning false currently
Yesterday
Updated Foldable Table Folded Version Colliders
Yesterday
Populate the friend list on init so the social button can show the online count
Yesterday
merge from weapon_refresh_binoculars
Yesterday
merge from DefWorkbenchupgrade_desc
Yesterday
merge from ziggurat_materials_fix
Yesterday
merge from roadsign_spawner_fix
Yesterday
merge from bag_corpse_health_fix
Yesterday
merge from deepsea_harvest_fix
Yesterday
Fix not being able to harvest / clone plants on a boat while in the deep sea
Yesterday
Fix health info showing up for sleeping bag / towel corpses Stronger override for all container corpses instead of relying on ShowHealthInfo
Yesterday
Fixed missing basecolor in a couple of materials related to ziggurat scene Updated HLOD Ziggurat S2P
Yesterday
Reenable all roadsign spawners - they were mistakenly saved as disabled in recent months (127266 / 140558), causing no roadsigns to spawn in monuments after they were S2Ped S2P outpost, junkyard, powerplant, satellite dish, sewer branch, military tunnels, fishing village a, water well b & c
Yesterday
adding a static binocular prefab to avoid using the worldmodel in monuments fixed the supply barge missing prefab link S2P floating cities
Yesterday
merge from main
Yesterday
Added missing Model component to salvaged axe entity, fixes skins not loading in 3P
Yesterday
Merge from main Keep source on directory conflicts, viewmodel.prefab auto-merged
Yesterday
Add GPU check method on ConVar terrain.cullingtest
Yesterday
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Yesterday
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Yesterday
Change min/max heightmap to from R16G16_Uint to encoded R32_UInt for guaranteed compatibility
Yesterday
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Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
Apply shelve 13775 Fix terrain.geometryclipmaps not persisting properly
Yesterday
Added new TriggerMonumentIOArea component that allows IO wiring inside the bounds even if those bounds are within a monument (still won't work if the player is build blocked)
Yesterday
Merge from main
Yesterday
Crude produced at a monument is locked, can only be moved via IO Stays locked once it's transferred into the car fuel tank, can only be removed at a car lift Items flagged as Locked are now blocked from moving via MoveItem RPC (might have side-effects)
Yesterday
Merge from quarry_material_fix
Yesterday
Disable terrain blend on quarry material
Yesterday
Merge from ducked_splash_fix
Yesterday
Slight change for better LOS check
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
- Anim polish for the 10000 time - Missing phrases
Yesterday
Some more animations, some more polish
Yesterday
- Fix incorrect sizing in entry - Fix vending entry virtual item icon having its icon amount updated - Darken sold out section no longer blocks raycasting so you cans till see whats being sold on hover - Various further changes to admin dialog, spacing layout etc - Much better 'vending' panel
Yesterday
- Display vending name in the loot panel - Fixed updated vending names not auto updating until you look at a machines name on the map - Add in a 'sold out' modifier per entry - Further vending admin dialog changes
Yesterday
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Yesterday
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Yesterday
Merge from main, many conflicts Auto resolved all code changes except for BallistaGun, used IK handling on this branch Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch
Yesterday
Various theming changes on the customer panel. Too many to list
2 Days Ago
scruffy beard variants/hairset update again again
2 Days Ago
Added player seed
2 Days Ago
Renamed new head prefabs to fit naming convention
2 Days Ago
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2 Days Ago
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3 Days Ago
Setup the button callbacks