159,664 Commits over 4,566 Days - 1.46cph!
Privilege cache enabled by default (client and server)
Buildfix: configure unity_installer_url for fpbuild
Tests: none
Fixed parented DDraw objects not clearing when their parent gets destroyed, drawing them at origin
Fixed home's store hero playing and rolling its videos with the menu closed
merge from 3p_idle_throw_grenades_fix
merge from Halloween_2026_update
merge from halloween2026DLC
merge from guide_mesh_optimisations
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Moved sub entity spawning of cargo ship, travelling vendor and pt boats from ServerInit to ServerInitPostNetworkGroupAssign
Fixes various "changed its network group to null" warnings when they spawned
merge from net_group_null_log_fix
merge from ongui_allocs_fix
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
When queuing a sign to be uploaded use the imageId instead of the raw data so we can buffer images in filestorage instead of keeping a 2nd copy in memory
Don't send voicemails & sculptures
- not planning to moderate them, keep it simple by not sending them
Disabled GUILayout on DDraw and OcclusionCulling
Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
Fixed cooking workbench not showing the kettle when preparing the newly added teas
merge from cookingworkbench_kettle_fix2
Added a second `CaveNetworkGroupLayerOverride` to the nuclear missile silo to cover the "living quarters" and "computer room" section - fixes issues with players and NPCs disappearing/reappearing on the stairs
Adding G3A3 blockout mesh
merge from main -> ugc_censor_option
Can now change pie menu sets with gamepad bumpers
Fix badly merged anim controllers and livestock fsm
Added new DungeonGridBlocker to `ue_canyon_[abc]` to prevent underground train tunnels generating too close and removing terrain collision (`TerrainCollisionTrigger`) - prevents players rarely dying at the bottom of canyons.
Merge from main (potential stomp of petting work, on it)
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
Fix flickering mouse cursor when right stick scrolling UI options.
Fixes double hover state too.
Merge from render_pipeline_testing
Fixed the auto exposure causing camera's to fade in from black unintentionally
Added 2 new side anchors to cliff_tall_slope_l_a to fix gaps
Fixed gizmos not displaying in the CliffSandbox dev scene
full_parented_mounting -> main
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Fixed LOD components allocating a delegate each time they reregister with occlusion culling
A big base streaming in (~3500 LOD components):
417KB -> 15KB alloc
Merge from workshop_skin_analytics
Change lb/rb to cycle container selection ccw/cw
Fix artifacting on cargo mapmarker
Polish cow exit after eating from trough, using new turn anim
Return back workshop IDs that are loaded
Fix container order when jumping with bumpers in dpad mode
Merge from render_pipeline_testing
Updating viewmodel rig with new mesh
Added presets for SSAO that are configured via the renderer feature
Fixed MeshCull not hiding its renderer when reused from the pool while culled
Was causing code lock light quads to draw at any distance after spawning, amongst other things