160,835 Commits over 4,566 Days - 1.47cph!

Yesterday
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Yesterday
Fix after merge
Yesterday
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
Yesterday
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
Yesterday
merge from main -> ugc_censor_option
Yesterday
update from main
Yesterday
merge from main -> batch_all_packets
Yesterday
Cut offset distance customisation.
Yesterday
Add a saw model prefab. Bunch of fixes/improvements
Yesterday
Tiny polishy fixes to lamphouse light damage stages
Yesterday
Ensure rad water sprinklers turn on the right color initially
Yesterday
exported wip 3p uzi animations
Yesterday
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Yesterday
Floor rules
Yesterday
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
Yesterday
More track/glow fixes/improvements
Yesterday
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
Yesterday
Timing improvements. Snappier action. Fixed some render order issues. Fixed some track issues.
Yesterday
merge from scrap king building skin
Yesterday
scrap king interior wall changed to rusty corrugated, updated the sitem description
Yesterday
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Yesterday
Added support for seagull group flying sounds and seagull disperse sounds
Yesterday
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights They will still become dynamic when parented as usual, but now they can be static when not DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
Yesterday
Add a proper motion vector pass to the deploy guide
Yesterday
merge from main
Yesterday
increase network range of groups (bc they can be far but still visibly moving)
Yesterday
compiler fixes
Yesterday
Merge from animal_renaming
Yesterday
code cleanup add to budgeted queue
Yesterday
Added proper LOD material and textures for damaged lighthouse lamp stages
Yesterday
Cut ghost now reflects the selected cut shape/area
Yesterday
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
Yesterday
Merge from main
Yesterday
Cleanup
Rin
Yesterday
Removed Blueprint Book spawn chance in PT boat - Sorry this was too good! Blueprint page remains
Yesterday
toggle laserjobs on by default
Yesterday
merge from main
Yesterday
gulls transition to shaders later after takeoff more consistent seeding for randomness
Yesterday
Bunch of LOD optims: - The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells - Camera and player positions are read once per frame instead of by every LOD member - Static LOD members cache their grid position - Mesh and renderer LODs skip their update while their distance stays between the same LOD distances Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
Yesterday
Updated crow flock model with far lod
Yesterday
Fix editor asset loading on case sensitive filesystems
Yesterday
Migrate third-party packages to `EntityId` in preparation for Unity 6.7
Yesterday
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Yesterday
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
Yesterday
Fixed remaining missed materials.
Yesterday
Fix scarecrow NRE
Yesterday
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Yesterday
Codegen