161,326 Commits over 4,597 Days - 1.46cph!

22 Minutes Ago
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes
24 Minutes Ago
merge from /brutalist/stagingpartvisibility
27 Minutes Ago
merge from main
28 Minutes Ago
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
47 Minutes Ago
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
50 Minutes Ago
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
51 Minutes Ago
Updated M79 Grenade Launcher Textures
51 Minutes Ago
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
1 Hour Ago
Cherry-pick BRG shadows into 6.7 (Experimental)
1 Hour Ago
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.
1 Hour Ago
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1 Hour Ago
Merge from main
1 Hour Ago
- Add an f8 widget to show some net info whilst playing - Minor graph UI updates
1 Hour Ago
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1 Hour Ago
Render shadows via BRG (Experimental)
1 Hour Ago
Merge from unity_6.7.0 + indirect_instancing
1 Hour Ago
Add game tip when equipping Uzi if fire mode button is unset
2 Hours Ago
NPC phone conversations moved to top of phone directory
2 Hours Ago
Snake fixes inlcuding layer change and collision. Snakes no longer radgoll horses. Snakes take explosion damage correctly.
2 Hours Ago
Merge From Main
3 Hours Ago
Shrank blend map to be closer to monument radius and softened blur. Bumped radius up slightly to 115m to improve terrain anchor generation. Re-generated terrain anchors with new blend-based component. S2P. Tested in procmap.
3 Hours Ago
Earlier commit removed compatibility for variable scope mod. Variable scope still blacklisted, 8x scope also blacklisted for real this time.
3 Hours Ago
Added Updated 40mm Grenade World Models, Textures and Materials for 40mm HE, Smoke and Buckshot Created Basic Prefabs for 40mm Grenades Added 40mm Grenade Fired Variation for 40mm HE, Smoke and Buckshot
3 Hours Ago
Replace BeginInvoke/EndInvoke with Tasks for CoreCLR compatibility
3 Hours Ago
Fixed windmill hammer highlight scale
3 Hours Ago
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3 Hours Ago
- Removed unused RenderPipelineSwitchNode and RenderPipelineCondition scripts - Removed RustRenderPipeline.IsActive branches - Removed LightingOverride as nothing uses it anymore; lighting overrides are now part of the CameraSettings on the RRP Camera component - Removed dead callbacks to Camera.onPreRender and removed OnPreCull and OnPostRender methods, as these are BiRP only
3 Hours Ago
Don't try to set GC mode when using CoreCLR
3 Hours Ago
Disable Discord in CoreCLR builds (needs fixing)
3 Hours Ago
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it
4 Hours Ago
Updated M79 Textures
4 Hours Ago
Fixed UI_DevListBase nre when opening the items tab mid loading
4 Hours Ago
Fix stashes not decaying. Convar the duration while I'm at it.
4 Hours Ago
Fixed ItemPickupNotice NRE
4 Hours Ago
Added a gametip explaining how to flip stairs when deploying U or L stairs
Rin
4 Hours Ago
Adjusted Uzi repair cost. Removed need for metal fragments.
5 Hours Ago
Add some resources to seagull corpses
6 Hours Ago
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6 Hours Ago
Persist the UID water mark across server restarts, eliminating the risk of ever reusing a net id of a killed entity
6 Hours Ago
underground train station dressing update
Rin
Today
merge from hopper_backpack_fix
Rin
Today
merge from industrial_precheck_fix
Rin
Today
merge from deepsea_crash_fix
Rin
Today
merge from new_phone_conversations
Today
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
Today
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
Today
merge from base_occlusion/prison_gate -> base_occlusion
Today
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Today
Update tests
Today
Reserialize prison gate cell prefabs