147,120 Commits over 4,444 Days - 1.38cph!

7 Minutes Ago
small transform access usage change
8 Minutes Ago
disabled editor-only sync on all bc materials
11 Minutes Ago
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
11 Minutes Ago
merge from attachment_charms/ui
12 Minutes Ago
Can change charms in the repair bench as well
48 Minutes Ago
Enable RW on all meshes currently used for collision in the apartments monument
50 Minutes Ago
Prepare camera motion vector pass
1 Hour Ago
testlist
1 Hour Ago
merge from mfm2 (merge from main)
1 Hour Ago
More manual fixes after merge
1 Hour Ago
Hide change accessory button if you dont own any accessory
1 Hour Ago
Charms search bar Minor styling update
1 Hour Ago
merge from main manually resolve Elevator and VendingMachine conflicts
1 Hour Ago
merge from main
2 Hours Ago
merge from status_convar_fix
2 Hours Ago
merge from streamermode_fix
2 Hours Ago
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2 Hours Ago
Charm icon tooltip
2 Hours Ago
SSAO render feature port
2 Hours Ago
Revert 153856
2 Hours Ago
merge from main
2 Hours Ago
merge from contact_lowresasset_fix
2 Hours Ago
Fixed contact mugshot_unknown UI asset using streaming mip maps
3 Hours Ago
merge from optimize_train_track_meshes -> main
3 Hours Ago
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
3 Hours Ago
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
3 Hours Ago
merge from main -> optimize_train_track_meshes
5 Hours Ago
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
6 Hours Ago
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6 Hours Ago
Merge from ModularCarClipping_Fix
6 Hours Ago
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6 Hours Ago
Removed an EditorApplication update invoke in BaseVehicleModuleEditor that was causing issues (recursive layout) Replaced the Vector fields for foot IK positions on modular car seats with transform fields, added matching transforms for the couple of seats with IK positions Adjusted foot position on the LessLegroom seats to minimise foot clipping
6 Hours Ago
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Today
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Today
Merge from main
Today
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Today
Merge from PlayerRigUpdate2 (new one handed sprint anims on most two handed projectile weapons)
Today
Merge from main
Today
Merge from sprint_subsystem
Today
Added one handed sprint anims to M4, Spas, Crossbow, Double Barrel, MP5, Bolty, SMG, Thompson, M249, Semi Auto, AK47, Space LR
Today
Merge from parent
Today
Merge from mount_cycle_fix
Today
Merge from main (some tricky PlayerModel.cs merges happening today)
Today
Merge from wanted_deep_sea_fix
Today
Merge from huntingtrophy_skins
Today
Merge from PlayerRigUpdate2
Today
Delete turnOn and turnOff parameters from PlayerAnimator Delete Turn On and Turn Off states (was only ever used for torches, now handled via sub systems)
Today
Merge from torch_implementation_finish