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158,950 Commits over 4,597 Days - 1.44cph!

13 Minutes Ago
Fixed RHIB drivers reaching for nothing with their arms stretched out The pooled driver seat kept its cached RHIB when it was reused on another boat, so the hands went for the old boat's wheel
15 Minutes Ago
Fixed adobe woodbeams not batching (forgot to add the RendererBatch when implementing wallpaper)
31 Minutes Ago
Fixed the rest of the stuff not batching: - Crypt stairs and spiral landings - Adobe roof lines and low wall corners - Brick roofs - Twig roofs and roof lines - Brutalist triangle spiral landing
46 Minutes Ago
Merge from main
50 Minutes Ago
viewmodel updates - tightened up fire anims - edited reload & bolt pulls to avoid clipping when using a scope - added a new deploy with stock so it can be played at correct speed - added sound events - set deploy stock in animator back to 1
58 Minutes Ago
- scope attachment position update
58 Minutes Ago
Fixed gingerbread building skin not batching at all
1 Hour Ago
PT boat turrets: front turret uses the regular crosshair & wider front aimcone - less damage on both - Front 50cal guns: aimCone 0.2 -> 1 - Front and rear 50cal guns: damageScale 1 -> 0.75
1 Hour Ago
give front pt boat turret the regular crosshair rather than a dot
1 Hour Ago
Fix line endings
1 Hour Ago
Fixed HQM walls, frames and spiral stairs LOD0 blocks not batching
1 Hour Ago
Updated Nailgun World Model to Fix World Model Nails having wrong UV Channels
1 Hour Ago
Updated Nailgun Nails LOD distance so shouldn't change to quickly
1 Hour Ago
Merge from distance_flare_extended_range
1 Hour Ago
Request the highest mipmap level for distance flares so they don't use a 1x1 texture (they have no Renderer component)
3 Hours Ago
Fixed none of the ramps batching across all skins
3 Hours Ago
Only spawn 1 boat group at large oilrig - not 2
3 Hours Ago
Light ink opacity value in shader, brighter ink contributes a little less than darker ink to avoid colours being too intense/saturated Simplified tattoo colours
3 Hours Ago
FIx player legs freaking out after swapping between both turrets on the pt boat turret
3 Hours Ago
Speculative fix for ocean water appearing inside canyons placed near the shore - extended Mountain topology on `ue_canyon_[abc]` to prevent Water topology where canyons dig below sea level. This required a small radius increase on `ue_canyon_b` & S2P Couldn't reproduce the original report.
3 Hours Ago
merge from bird_critters (lots of bugfixes, no added features)
3 Hours Ago
Fixed space station roofs and wall corners not batching
3 Hours Ago
Battery FX for half and full charge. New script for better PFX system lighting. (Cookie support, rotation etc)
3 Hours Ago
fix NPCNetworking test, gulls don't have the NPCNetworking component since they don't need the RustNavMeshAgent and things.
3 Hours Ago
try fix entity_distance when shooting gull groups - increase size of flying bounds - flock tracks the group better, with an anchor parameter in the flocks - scatter or "take off" phase has additional bounds step, as the birds spread out the most here
3 Hours Ago
Fixed frontier building skin not batching at all: - set read/write true on all FBXs - set AllowSubmeshes to true on the ramp prefabs
4 Hours Ago
first pass on improvements - improved push/pull that actuall feels like it's pushing and pulling, much more intutive - mirror mode for X/Z/XZ
4 Hours Ago
One more CullWhenInside iteration, the previous one could cause big delays in bushes updating in the jungle, due to all loaded bushes clogging the work queue Now: One grid for bushes, one grid for foundations, no work queue, no physics
4 Hours Ago
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
4 Hours Ago
Added test checking building skin meshes are all batchable 87 are failing
4 Hours Ago
gull group fixes & improvements - stronger obstacle avoidance when taking off from land point - removed per-frame raycasts from the scattering run (might have been the stutter) - add step height 0.1m for walking gulls, so they stay on the surface they landed on - landing groups only startle against players within 6m, instead of any target seen in the last 15s - gull corpses inherit velocity - try fix "entity_distance" when shooting flying and landing gulls by adjusting bounds depending on state - groups spawn in deep sea with a hook into DeepSeaManager, since populations make it not naturally spawn - birds turning into animators are capped per frame because its the heaviest cost for reactivation
4 Hours Ago
merge from main
4 Hours Ago
merge from scrapking_batching_fix
4 Hours Ago
merge from main -> base_occlusion
4 Hours Ago
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5 Hours Ago
Fixed scrap king building skin not batching: - set AllowSubmeshes to true on all prefabs - set wall frame and floor triangle frame fbx as readable
5 Hours Ago
Rich Crocodile pie icon setup/import
5 Hours Ago
uzi balance + condition doubled
5 Hours Ago
Don't paint grass or forest splat on ocean or oceanside terrain when placing monuments - fixes large monuments sometimes painting green patches under water
5 Hours Ago
Fix RTL text not formatted correctly when passed as an argument whilst the set language is not RTL
5 Hours Ago
Removed remaining Add/Get/Remove command buffer from camera/light calls and CameraEvents, as those are BiRP only
5 Hours Ago
Update(editor): start working on ContentDir build process Translation from AssetBundle mapping seems to work, need to figure out how to treat scenes and try actually generating data Tests: ran it for server, inspected produced ContentDirRoot(unity doesn't recognize it, but raw data is there)
6 Hours Ago
re S2P floating city scenes - was missing seagull points
6 Hours Ago
add gliding, birds in flocks dont flap while gliding downwards increase flee distance to 1000 so they path across map and can be used to track explosions better crows circle corpses from higher above
Fix animal names not working with RTL languages
Today
Fixed AO issues on receiver.
Enabled mip streaming on 1012 textures (all have renderers) - Props: 155 textures, ~301MB - Deployables: 94, ~253MB - Monument structures (apartments, rentable shops, industrial, blockers): 237, ~245MB - Generic shared textures: 71, ~199MB - Weapons, mods and charms: 74, ~168MB - NPCs and animals: 88, ~132MB - Tools: 30, ~82MB - Player clothing and hair: 74, ~32MB - Misc (satellite, horse, ladder hatch, event props, food, nature): ~313MB At full res these were ~1.5GB of VRAM
Today
edited ik hand positions on dpv deployed prefab, exported 3p dpv updated anims and set them to loop
Merge from main
Today
fix ferry terminal seagull placement on edge add seagull points to lighthouse S2P ferry terminal, lighthouse