141,869 Commits over 4,536 Days - 1.30cph!

3 Days Ago
merge from main
3 Days Ago
Add edge-case terrain height raiser underneath skirt. Increase slope alignment and full gradient alignment.
3 Days Ago
New cinematic lighting Various polish and minor animation changes Ensure older baked textures aren't re-handed out Fix indirect instancing bricking renderers in the character creator view Always use best LODs for character creator view props Rebuild all the static icons Swap to medium apartment
4 Days Ago
further mag drop updates
4 Days Ago
Render DDraw on beginCameraRendering for RRP
4 Days Ago
Bugfix: recache icons when opening menu via escape and arriving at the store Tests: standalone - connected to the server and opened-closed menu multiple times
4 Days Ago
Strip occlusion culling from the dolly preview too
4 Days Ago
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm
4 Days Ago
merge from cui_draggable_anchor_fix
4 Days Ago
Fixed Draggable anchorMax setting to offsetMax
4 Days Ago
Fix BlurOptimize shader typo
4 Days Ago
gun display racks - merged weapons and hooks on all three. each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each LOD components 32 -> 10 gameobjects 44 -> 19 draw calls 35 -> 20 colliders 32 -> 3 last LOD tris 15,282 -> 6,486
4 Days Ago
add cinematic shake to the demo options panel, to have the same shake we use in trailers
4 Days Ago
Added crystal AR page to the weapons category
4 Days Ago
merge from main
4 Days Ago
merge from skinviewer_sept26
4 Days Ago
minor tweaks to wood glove model for skinviewer
4 Days Ago
Exclude composter from cooking tests
4 Days Ago
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
4 Days Ago
Fence Gate LODs and COL update
4 Days Ago
Fixed bucket helmet clipping in the skin viewer
4 Days Ago
Added wood armor gloves to the skin viewer
4 Days Ago
merge from main
4 Days Ago
Added posed wood gloves for store page
4 Days Ago
merge from ocean_sim_waterlevel_trace_fix
4 Days Ago
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
4 Days Ago
cherry picking from wooden box storage optimsation
4 Days Ago
cherry pick from bed optimisations
4 Days Ago
cherry pick from large wooden box
4 Days Ago
cherry pick from mixtable prt2
4 Days Ago
chery picking from mixing table optimsations
4 Days Ago
cherry picking from small stash improvements
4 Days Ago
cherry picking from gutter opts
4 Days Ago
cherry picking from binbag_pile and card table optimisations
4 Days Ago
merge from glass_ar
4 Days Ago
Phrase update
4 Days Ago
Crystal AR - added charm support, small gloss tweaks
4 Days Ago
Adding sea turtle rig
4 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
4 Days Ago
Merge from main
4 Days Ago
Merge from statesync_event_fix
4 Days Ago
Proper fix for events double firing when using the StateSync component When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :( We now suppress animatione vents for a frame any time we scrub the state backwards Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
4 Days Ago
Set up glass mag drop (using mesh renderer instead of particle system)
4 Days Ago
Manifest
4 Days Ago
Codegen, compile fixes
4 Days Ago
Merge from main (will need codegen)
4 Days Ago
Gutter cornices: combined each into one MeshLOD renderers 30 > 3 LOD components 30 > 3 Parts cull at different distances (supports 15, caps 35, rail 75), so each state is a mesh of only what's still visible - 802/88/24 tris, matching the originals at every band. Still batches, all states under the vert cap. time for bed
4 Days Ago
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
4 Days Ago
Abyss barrels: combined the seaweed into one mesh per barrel Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15). seaweed clumps 107 > 2 meshes LOD components 109 > 4 renderers 115 > 10 prefab size 518kb > 121kb Geometry and collision unchanged. Wind is preserved.
4 Days Ago
Merge from main