147,131 Commits over 4,444 Days - 1.38cph!
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
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Fix old navmesh agent being enabled even when using new navmesh
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
LODs and collision and vertex blends for playground assets
Calculate a suitable position as soon as a satellite is selected.
small transform access usage change
disabled editor-only sync on all bc materials
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
merge from attachment_charms/ui
Can change charms in the repair bench as well
Enable RW on all meshes currently used for collision in the apartments monument
Prepare camera motion vector pass
merge from mfm2 (merge from main)
More manual fixes after merge
Hide change accessory button if you dont own any accessory
Charms search bar
Minor styling update
merge from main
manually resolve Elevator and VendingMachine conflicts
merge from status_convar_fix
merge from streamermode_fix
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merge from contact_lowresasset_fix
Fixed contact mugshot_unknown UI asset using streaming mip maps
merge from optimize_train_track_meshes -> main
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
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
merge from main -> optimize_train_track_meshes
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
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Merge from ModularCarClipping_Fix
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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
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Merge from PlayerRigUpdate2 (new one handed sprint anims on most two handed projectile weapons)