161,496 Commits over 4,597 Days - 1.46cph!

Yesterday
Updating branch; merge from main
Yesterday
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
Yesterday
merge from main
Yesterday
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up. Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
Yesterday
merge from stencil_changes
Yesterday
expanded tattoo ink colours
Yesterday
Merge from main
Yesterday
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
Yesterday
Merge from indirect_instancing/stable
Yesterday
Procedural caves 7 - removes the old cave monument prefabs
Yesterday
Procedural caves 6 - cave well prefabs from procedural_caves
Yesterday
Procedural caves 5 - cave_entrance_c prefab in bundled caves
Yesterday
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
Yesterday
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
Yesterday
Procedural caves 4 - procedural entrance a scene and prefab
Yesterday
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
Yesterday
Procedural caves 4 - procedural entrance b scene and prefab
Yesterday
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
Yesterday
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
Yesterday
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
Yesterday
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes
Yesterday
merge from /brutalist/stagingpartvisibility
Yesterday
merge from main
Yesterday
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
Yesterday
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
Yesterday
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
Yesterday
Updated M79 Grenade Launcher Textures
Yesterday
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
Yesterday
Cherry-pick BRG shadows into 6.7 (Experimental)
Yesterday
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.
Yesterday
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Yesterday
Merge from main
Yesterday
- Add an f8 widget to show some net info whilst playing - Minor graph UI updates
Yesterday
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Yesterday
Render shadows via BRG (Experimental)
Yesterday
Merge from unity_6.7.0 + indirect_instancing
Yesterday
Add game tip when equipping Uzi if fire mode button is unset
Yesterday
NPC phone conversations moved to top of phone directory
Yesterday
Snake fixes inlcuding layer change and collision. Snakes no longer radgoll horses. Snakes take explosion damage correctly.
Yesterday
Merge From Main
Yesterday
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.
Yesterday
Earlier commit removed compatibility for variable scope mod. Variable scope still blacklisted, 8x scope also blacklisted for real this time.
Yesterday
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
Yesterday
Replace BeginInvoke/EndInvoke with Tasks for CoreCLR compatibility
Yesterday
Fixed windmill hammer highlight scale
Yesterday
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Yesterday
- 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
Yesterday
Don't try to set GC mode when using CoreCLR
Yesterday
Disable Discord in CoreCLR builds (needs fixing)
Yesterday
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it