160,978 Commits over 4,566 Days - 1.47cph!

Today
Merge from box_collider_authoring
Today
Revert all biofuel asset changes and remove the test asset
Today
Allow fog density convars to be sent from server again
Today
Merge from main
Today
Deleted 25 rocks placed 2.5km under the terrain in the excavator monument S2P excavator
Disable researchable and craftable Fix sight mod overriding ADS values when stock is collapsed
Yesterday
Restored codegen
Yesterday
Preload 324 cow and sheep sounds like the other animals Avoids a ~1.2ms hitch the first time each clip plays, memory impact is only around 3MB
Yesterday
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Yesterday
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Yesterday
Update individual room test data for base occlusion - this is a random selection of bases from the full map data that was also have, will explore a better way to store it in future but for now it's fine
Yesterday
increase seagull flapping rate
Yesterday
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Yesterday
merge from bird_critters
Yesterday
more tweaking for flock patterns
Yesterday
Don't allow monument placement where the terrain blend map will overlap river topology - prevents a rare issue where a monument spawns too close to a river and the water floats
Yesterday
scrap king - updated collider and gibs sounds
Yesterday
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
Yesterday
Add shield compatibility when stock is folded
Yesterday
merge from bird_critters
Yesterday
code clean up, added server convar commands for forcing gull groups to startle, and to land added prefab for Seagull Land Point fixed birds sometimes flying through obstacles
Yesterday
S2P both oilrigs, both harbors
Yesterday
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
Yesterday
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
Yesterday
merge from bird_critters
Yesterday
move all "swarm" critter jobs to static classes marked with [BurstCompile]
Yesterday
merge from more_lod_optims
Yesterday
merge from main
Yesterday
merge from main -> base_occlusion
Yesterday
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
Yesterday
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
Yesterday
Cherry Picked 169677 to fix an issue with contact shadows
Yesterday
Merge from render_pipeline_testing
Yesterday
merge from loadoutsui_delete_fix
Yesterday
Fixed loadouts UI deleting popup being uninteractible
Yesterday
Fix nightvision goggle sound restarting when gesturing
Yesterday
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Yesterday
Fix mortar ammo indicator not updating
Yesterday
Use monster meshes for BRG
Yesterday
Change mac build to arm64-only
Yesterday
merge from swarm_fixes
Yesterday
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
Yesterday
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
Yesterday
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Yesterday
FX stuff
Yesterday
Merge from /main
Yesterday
add seagull groups to livestock scene
Yesterday
merge from bird_critters
Yesterday
merge from lighthouse_deep_sea
Yesterday
s2p lighthouse