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157,827 Commits over 4,566 Days - 1.44cph!

Today
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
Today
Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
Today
Add support for the right-side icons on the map screen. Pressing dpad left/right shifts focus. Added glyphs. Added missing tooltips for some of the existing icons so they show correctly when navigating. Misc fixes
Today
Merge from render_pipeline_testing
Today
Cherry Pick (168771) - Floating point issue with aniso highlights
Today
merge from main
Today
UZI AO Fix
Today
Merge from mixingcooking_ui
Today
Merge from main
Today
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Today
Bunch of fixes
Today
Updated M1 Garand blockout to match real world dimensions
Today
merge from ramp_deploy_fix
Today
Fixed triangle foundation deployable on top of brutalist ramps
Today
Added FN FAL mesh blockout
Today
Added M1 Garand blockout mesh
Today
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merge from viewmodel_skinning_update
- Cleanup - Fixes stopping treating base player npcs like humans
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Today
Hemp colourblind variants.
Today
merge from stoneframe_colliders_fix
Today
merge from skinviewer_bg_fix
Today
merge from ramp_deploy_fix
Today
merge from buildingblock_overhangs_fix
Today
merge from parentedwires_fix
Today
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
Ensure global map markers skip the LOD system
Today
merge from skull_trophy_fixes
Today
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
Today
merge from viewmodel_skinning_update
Today
All floor frame and triangle floor frame skins of the same grade now share the same collider
Today
Added editor test checking that all frames skins of the same grade share the same collider
Today
Fixed being able to codelock the carvable pumpkin
Today
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
Today
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
Today
Fix graveyard fence col import settings
Today
Today
scrap king; - gib tweaks - prefabs updated
Today
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Today
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
Today
Merge from render_pipeline_testing
Today
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
Today
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Today
scratch petting animation polish pass on vm
Today
Cherrypicked 168720 168721 168722 + auto trim urls in store images
Today
Fixed square roof side overhangs blocking foundations placed beside them Before: https://files.facepunch.com/Flavien/foundation_before.png After: https://files.facepunch.com/Flavien/foundation_after.png
Today
Merge from main
Today
Merge from main