reporust_rebootcancel

145,284 Commits over 4,444 Days - 1.36cph!

Yesterday
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Yesterday
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
Yesterday
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
Yesterday
Merge from main
Yesterday
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Yesterday
Fix old navmesh agent being enabled even when using new navmesh
Yesterday
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
Yesterday
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Yesterday
Check charm ownership when firing the UpdateAccessoryOnItem rpc
Yesterday
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Yesterday
steam_retry_button_fix -> main
Yesterday
LODs and collision and vertex blends for playground assets
Yesterday
Calculate a suitable position as soon as a satellite is selected.
Yesterday
small transform access usage change
Yesterday
disabled editor-only sync on all bc materials
Yesterday
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
Yesterday
merge from attachment_charms/ui
Yesterday
Can change charms in the repair bench as well
Yesterday
Enable RW on all meshes currently used for collision in the apartments monument
Yesterday
Prepare camera motion vector pass
Yesterday
testlist
Yesterday
merge from mfm2 (merge from main)
Yesterday
More manual fixes after merge
Yesterday
Hide change accessory button if you dont own any accessory
Yesterday
Charms search bar Minor styling update
Yesterday
merge from main manually resolve Elevator and VendingMachine conflicts
Yesterday
merge from main
Yesterday
merge from status_convar_fix
Yesterday
merge from streamermode_fix
Yesterday
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Yesterday
Charm icon tooltip
Yesterday
SSAO render feature port
Yesterday
Revert 153856
Yesterday
merge from main
Yesterday
merge from contact_lowresasset_fix
Yesterday
Fixed contact mugshot_unknown UI asset using streaming mip maps
Yesterday
merge from optimize_train_track_meshes -> main
Yesterday
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
Yesterday
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
Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
Yesterday
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Yesterday
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Yesterday
Merge from ModularCarClipping_Fix
Yesterday
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Yesterday
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
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
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