161,095 Commits over 4,597 Days - 1.46cph!

23 Minutes 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
37 Minutes 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
39 Minutes Ago
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
45 Minutes Ago
Added test checking building skin meshes are all batchable 87 are failing
50 Minutes 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
51 Minutes Ago
merge from main
51 Minutes Ago
merge from scrapking_batching_fix
58 Minutes Ago
merge from main -> base_occlusion
1 Hour Ago
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1 Hour 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
1 Hour Ago
Rich Crocodile pie icon setup/import
1 Hour Ago
uzi balance + condition doubled
1 Hour 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
1 Hour Ago
Fix RTL text not formatted correctly when passed as an argument whilst the set language is not RTL
1 Hour Ago
Removed remaining Add/Get/Remove command buffer from camera/light calls and CameraEvents, as those are BiRP only
1 Hour 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)
2 Hours Ago
re S2P floating city scenes - was missing seagull points
3 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
3 Hours Ago
Fix animal names not working with RTL languages
3 Hours Ago
Fixed AO issues on receiver.
3 Hours Ago
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
3 Hours Ago
edited ik hand positions on dpv deployed prefab, exported 3p dpv updated anims and set them to loop
3 Hours Ago
Merge from main
3 Hours Ago
fix ferry terminal seagull placement on edge add seagull points to lighthouse S2P ferry terminal, lighthouse
3 Hours Ago
Rename the phone directory entry for apartments
3 Hours Ago
Painted apartment complex blend to better fit inside Jacob's improved radius visualisation
3 Hours Ago
- Removed all of BiRP's PPv2 code and its hooks in other scripts - Changed all overlays to change the RRP volumes directly rather than copying the settings from the BiRP volumes
3 Hours Ago
Merge from UZI Rail
3 Hours Ago
Remove convar 'telephonemanager.accessdebugphoneconversations' and references to the temp phone testing conversation S2P fishing villages
3 Hours Ago
3 Hours Ago
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4 Hours Ago
Fixed monument editor gizmo to ensure Radius is always centered correctly. Added a separate square to mark the topology footprint
4 Hours Ago
Merge from main
4 Hours Ago
iterate on fsm graph UI, restyle it to look more like a normal editor window
4 Hours Ago
added workshop source files for all three batteries
4 Hours Ago
New: ContentDirBackend, potential successor to AssetBundleBackend - emulates dynamic bundles, but doesn't implement their mechanism Still need to implement ContentDirectory building and actually test if this works Tests: none
4 Hours Ago
Merge from new_phone_conversations
4 Hours Ago
refactor deploy guide IO to use an interface instead of a type-explicit retrieval
4 Hours Ago
Fix NRE on PhoneController.DoServerDestroy
4 Hours Ago
Repainted apartments blend map so it falls within monument radius
4 Hours Ago
Merge from main
4 Hours Ago
head_bob_anim_fixes -> main
4 Hours Ago
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5 Hours Ago
Updated medium and large battery UVs and 2K textures across all LODs and gibs for workshop skins. car battery didn't need adjusting
5 Hours Ago
update from main
5 Hours Ago
Testing auto resizing apartments monument terrain tile + textures to reduce footprint
5 Hours Ago
Play camera animations on viewmodel turrets (pt boat turrets) even if headbob is off Stops hands clipping/flying away since the camera is staying put
5 Hours Ago
add nametags toggle for demoui2
5 Hours Ago
Merge from main
5 Hours Ago
toggle fp turn in place by default