144,501 Commits over 4,413 Days - 1.36cph!
Trees now support multiple prefabs instead of just one. This means multiple natural beehives🐝
https://files.facepunch.com/LukeD/2026/05/Unity_0ju1Wwl8WC.mp4
(I need this functionality for apple trees)
untangled changes from erik's prefab and changes from this AM
Male A-E seeds shadow pass/eyelashes
move the walls corridor to the grid
added collision for the corridor
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default
Button and counter evaluators
Added image pixels per unit multiplier (so modders can modify slice scaling)
Add train control to the timeline
Added UnityEngine.UI.Mask component support to CUI
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
Added baked config at register time
Batteries are data based
Honey bandage:
- Increased stack size from 3 -> 5.
- Added 6 healing over time.
merge from mortar_prototype
Fix mortar animation handles not getting disposed of properly in demos
blockout playground models from yesterday
some visual tweaks to bench_b
adding more decorative benches to replace the large bulky one
replaced the old one with new ones in scene
also plugged some doorways in the apartment_b prefabs
Added downloading from URL, supports mp3/wav/ogg, update clip time
Ability to change audio clips on the fly, added clip download request and caching, error handling
Clear all audio clips out of memory &/or pending requests on disconnect
Full rebuild param handling from Jenkins end
Fixed charm picker not working when skins_access was set to 1
Merge from shot_dub_fixes
Added per axis dubbing override tracks (pan/tilt/roll)
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled)
Fixed DoF dubbing changes not recording
Fix hole Remove with swapback for transform instance data
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player
LOD0 - Auto
LOD1 - 2 Bones
LOD2/3/4 - 1 Bone
These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible
Might have scraped a quarter of a millisecond in a stress test? Hard to judge
Defaults to on
Fixed wrong item id on ballistic vest
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
Replaced the old gesture based NPC wave with a new state on the child animator
Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers
Makes the process free if no players are around, saves around 0.03ms each invoke
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Handle clearing hole maps when instance count drops to 0
Increase foliage hole sampling radius to prevent foliage in holes
fix player_model changes stomped in merge
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
Root combiner distributes drain evenly on batteries connected to its inputs
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Merge from auto_particle_cinematics
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Branch and blocker evaluators
Some cleanup and fixes