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145,241 Commits over 4,444 Days - 1.36cph!

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set dressing progress on 1st floor of wing lower ao factor on broken tiles material
Today
Quick test of a 2 stage descent
Hairbun/ponytail proper material assignment in import settings
Today
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
Remade ponytail/bun wood helmet conditionals (with consistent vertex order) Re-applied skin to all ponytail/bun meshes to keep bone list consistent Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
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FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
Today
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
Merge from main
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Fix old navmesh agent being enabled even when using new navmesh
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Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
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Check charm ownership when firing the UpdateAccessoryOnItem rpc
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steam_retry_button_fix -> main
Today
LODs and collision and vertex blends for playground assets
Today
Calculate a suitable position as soon as a satellite is selected.
Today
small transform access usage change
Today
disabled editor-only sync on all bc materials
Today
Update(tests): add a synthetic test to cause pool spill runaway - moved other spillage tests to Unit namespace and merge into 1 test Made it to fail consistently at 4 consume threads Tests: ran tests
Today
merge from attachment_charms/ui
Today
Can change charms in the repair bench as well
Today
Enable RW on all meshes currently used for collision in the apartments monument
Today
Prepare camera motion vector pass
Today
testlist
Today
merge from mfm2 (merge from main)
Today
More manual fixes after merge
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Hide change accessory button if you dont own any accessory
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Charms search bar Minor styling update
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merge from main manually resolve Elevator and VendingMachine conflicts
Today
merge from main
Today
merge from status_convar_fix
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merge from streamermode_fix
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Charm icon tooltip
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SSAO render feature port
Today
Revert 153856
Today
merge from main
Today
merge from contact_lowresasset_fix
Today
Fixed contact mugshot_unknown UI asset using streaming mip maps
Today
merge from optimize_train_track_meshes -> main
Today
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
Today
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
Today
merge from main -> optimize_train_track_meshes
Today
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
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