147,131 Commits over 4,444 Days - 1.38cph!

Just Now
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
Just Now
Merge from main
12 Minutes Ago
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15 Minutes Ago
Fix old navmesh agent being enabled even when using new navmesh
25 Minutes Ago
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
34 Minutes Ago
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34 Minutes Ago
Check charm ownership when firing the UpdateAccessoryOnItem rpc
35 Minutes Ago
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36 Minutes Ago
steam_retry_button_fix -> main
42 Minutes Ago
LODs and collision and vertex blends for playground assets
56 Minutes Ago
Calculate a suitable position as soon as a satellite is selected.
1 Hour Ago
small transform access usage change
1 Hour Ago
disabled editor-only sync on all bc materials
1 Hour 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
1 Hour Ago
merge from attachment_charms/ui
1 Hour Ago
Can change charms in the repair bench as well
1 Hour Ago
Enable RW on all meshes currently used for collision in the apartments monument
1 Hour Ago
Prepare camera motion vector pass
2 Hours Ago
testlist
2 Hours Ago
merge from mfm2 (merge from main)
2 Hours Ago
More manual fixes after merge
3 Hours Ago
Hide change accessory button if you dont own any accessory
3 Hours Ago
Charms search bar Minor styling update
3 Hours Ago
merge from main manually resolve Elevator and VendingMachine conflicts
3 Hours Ago
merge from main
3 Hours Ago
merge from status_convar_fix
3 Hours Ago
merge from streamermode_fix
3 Hours Ago
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3 Hours Ago
Charm icon tooltip
3 Hours Ago
SSAO render feature port
3 Hours Ago
Revert 153856
3 Hours Ago
merge from main
4 Hours Ago
merge from contact_lowresasset_fix
4 Hours Ago
Fixed contact mugshot_unknown UI asset using streaming mip maps
4 Hours Ago
merge from optimize_train_track_meshes -> main
4 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
4 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
4 Hours Ago
merge from main -> optimize_train_track_meshes
Today
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
Today
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Today
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Today
Merge from ModularCarClipping_Fix
Today
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Today
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
Today
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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