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137,370 Commits over 4,352 Days - 1.32cph!

Yesterday
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
Yesterday
Added support for multi-draw mesh motion vectors within the indirect instancing system
Yesterday
Initial work on a command list page so we can see all commands natively in game (convars etc)
Yesterday
Prepare work on moving navmesh
Yesterday
Fix odd history inputs + odd history loading
Yesterday
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions - fixed a bug with stepping players who's timestamp is not due yet - Refactored serial code slightly to keep the structure consistent Tests: ran unit test
Yesterday
more folder cleanup
Yesterday
tidied up charms folde a little, added new sequential steam ids
Yesterday
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized Needed to accomodate recent changes with tunnel net groups Tests: perf test for snapshot deps now runs
Yesterday
Apartment lights - updated textures
Yesterday
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
Yesterday
add packet ref, tweaked array pool size
Yesterday
merge from new_console-ui/copypaste
Yesterday
Last fixes and tweaks
Yesterday
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Yesterday
updated apartment light textures
Yesterday
Ascending/descending sorting for the list view Hovering the line shows the thumbnail Styling and layout tweaks, fixes
Yesterday
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Yesterday
missing glass from kiosk F + set dressing
Yesterday
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Yesterday
Update rust native lib for all platforms to contains the new recast code
Yesterday
Merge from main
Yesterday
List and grid view mode toggle Sorting buttons Polish
Yesterday
set dressing kiosk D
Yesterday
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Yesterday
Include VehicleLarge layer in growable entity sun raycast
Yesterday
bulky sofa greybox
Yesterday
Re populating skeleton skin bone array for frontier hazmat
Yesterday
floorpaper icon, renaming, engine file
Yesterday
set dressing rentable shop A
Yesterday
Updated apartment light textures
Yesterday
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Yesterday
Merge from main
Yesterday
Fix height sampling on some terrain sizes, add tooltips to convars, fix server compile errors, set terrain prefab to craggy, set default global lod scale to 2
Yesterday
fixed static vehicle paint masks import options, added some detail maps to materials to increase paint TD
2 Days Ago
Add ConVar to use MeshColliders for terrain cells, add editor buttons to create mesh colliders, clean up unused code, and put debug info behind flags.
2 Days Ago
Better approach, only allow one device per index be connected at once
2 Days Ago
Gibs, colliders
2 Days Ago
Clean up editor, fix LOD extent validation, fix editor defaults causing 0 LOD extents, and set new defaults
2 Days Ago
reduce biome fogging when looking through a camera
2 Days Ago
exclude renderers with negative scale from instancing and warn about them
2 Days Ago
First pass regular armoured hatch setup
2 Days Ago
Date file and entity count are store in the data file Old files entity count is filled when pasted Added a way to retake screenshots when holding CTRL and clicking
2 Days Ago
merge from new_console-ui
2 Days Ago
Can paste and delete files from the copy paste tab Added search bar and refresh button Added copypaste.setscreenshot to set the thumbnail of an old copypaste file
2 Days Ago
added missing metas for camping cooker normals and kitchen furniture, removed obsolete files
2 Days Ago
first pass mat application shop A
2 Days Ago
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2 Days Ago
Adding skinning items subbed to wrong branch
2 Days Ago
merge from main -> deep_sea_sleeping_bag