161,606 Commits over 4,597 Days - 1.46cph!

10 Days Ago
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
10 Days Ago
add hook-ins for flock interest & fleeing - bird interest zones can be placed in monument scenes to attract flocks "active" monuments - corpses attract crow flocks (low priority) for a short time - timed explosives make bird flocks flee the area
10 Days Ago
merge from bird_critters
10 Days Ago
move all "swarm" critter jobs to static classes marked with [BurstCompile]
10 Days Ago
merge from more_lod_optims
10 Days Ago
merge from main
10 Days Ago
merge from main -> base_occlusion
10 Days Ago
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
10 Days Ago
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
10 Days Ago
Cherry Picked 169677 to fix an issue with contact shadows
10 Days Ago
Merge from render_pipeline_testing
10 Days Ago
merge from loadoutsui_delete_fix
10 Days Ago
Fixed loadouts UI deleting popup being uninteractible
10 Days Ago
Fix nightvision goggle sound restarting when gesturing
10 Days Ago
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10 Days Ago
Fix mortar ammo indicator not updating
10 Days Ago
Use monster meshes for BRG
10 Days Ago
Change mac build to arm64-only
10 Days Ago
merge from swarm_fixes
10 Days Ago
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
10 Days Ago
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
10 Days Ago
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10 Days Ago
FX stuff
10 Days Ago
Merge from /main
10 Days Ago
add seagull groups to livestock scene
10 Days Ago
merge from bird_critters
10 Days Ago
merge from lighthouse_deep_sea
10 Days Ago
s2p lighthouse
10 Days Ago
Deep sea opening by any route now lights all lighthouses correctly (if not already)
10 Days Ago
more bird fixes - seagull group prefab now uses prefabs for the prebaked birds inside (easier to handle) - fix groups being stuck in the landing state - increased bounds size, and even bigger when flying, to keep birds in hitreg range - switched to one ground cast per group instead of every bird doing it - added exclusion layers to server collider
10 Days Ago
Explicitly set serialisation attributes everywhere: NonSerialized, Serializable, SerializeField, FormerlySerializedAs Unity 6.7 added a few more warnings about serialisation attributes, probably to avoid unintended behavior with CoreCLR. This change adds explicit attributes everywhere while retaining the existing behavior.
10 Days Ago
Raise the lighthouse particle/beam back to previous height
10 Days Ago
Fixed an issue where the deploy guide renderer would bind a null depth render texture handle when needDepth was false, causing a warning log
10 Days Ago
feedback fixes for the jobs (ty Graham)
10 Days Ago
Merge from main
10 Days Ago
Named the render graph's command buffer after the camera they're currently rendering so we know which camera is causing issues when there are error or warning logs
10 Days Ago
crow flock audio tweaks
10 Days Ago
Fixed collider in beacon repairable to not block ladder. Ran S2P.
10 Days Ago
exported updated 3p uzi anims
10 Days Ago
Fixed opening a double door rebuilding the batched walls around it, the door frame now stays batched while the door swings Regression from 169567
10 Days Ago
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10 Days Ago
Prepare scripts for Unity 6.7 (without actually switching to 6.7 just yet)
10 Days Ago
Added the Uzi into the scene and adjusted rotation
10 Days Ago
merge from more_lod_optims
10 Days Ago
custom spine offset added
10 Days Ago
set objects to world layer
10 Days Ago
Fixed the draw order for transparent objects drawn via the view model camera
10 Days Ago
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
10 Days Ago
Gamepad icon for the gamepad section in the settings
10 Days Ago
Removed the RequireComponent type of Light attribute from the RustAdditionalLightData, as it was causing issues with removing Light components during the PrefabPreProcess step