161,424 Commits over 4,597 Days - 1.46cph!

Today
merge from main
Today
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
Today
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
Today
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
Today
Updated M79 Grenade Launcher Textures
Today
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
Today
Cherry-pick BRG shadows into 6.7 (Experimental)
Today
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.
Today
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Today
Merge from main
- Add an f8 widget to show some net info whilst playing - Minor graph UI updates
Today
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Today
Render shadows via BRG (Experimental)
Today
Merge from unity_6.7.0 + indirect_instancing
Add game tip when equipping Uzi if fire mode button is unset
NPC phone conversations moved to top of phone directory
Today
Snake fixes inlcuding layer change and collision. Snakes no longer radgoll horses. Snakes take explosion damage correctly.
Today
Merge From Main
Today
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.
Earlier commit removed compatibility for variable scope mod. Variable scope still blacklisted, 8x scope also blacklisted for real this time.
Today
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
Today
Replace BeginInvoke/EndInvoke with Tasks for CoreCLR compatibility
Today
Fixed windmill hammer highlight scale
Today
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Today
- 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
Today
Don't try to set GC mode when using CoreCLR
Today
Disable Discord in CoreCLR builds (needs fixing)
Today
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it
Yesterday
Updated M79 Textures
Yesterday
Fixed UI_DevListBase nre when opening the items tab mid loading
Yesterday
Fix stashes not decaying. Convar the duration while I'm at it.
Yesterday
Fixed ItemPickupNotice NRE
Yesterday
Added a gametip explaining how to flip stairs when deploying U or L stairs
Rin
Yesterday
Adjusted Uzi repair cost. Removed need for metal fragments.
Yesterday
Add some resources to seagull corpses
Yesterday
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Yesterday
Persist the UID water mark across server restarts, eliminating the risk of ever reusing a net id of a killed entity
Yesterday
underground train station dressing update
Rin
Yesterday
merge from hopper_backpack_fix
Rin
Yesterday
merge from industrial_precheck_fix
Rin
Yesterday
merge from deepsea_crash_fix
Rin
Yesterday
merge from new_phone_conversations
Yesterday
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
Yesterday
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
Yesterday
merge from base_occlusion/prison_gate -> base_occlusion
Yesterday
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Yesterday
Update tests
Yesterday
Reserialize prison gate cell prefabs
Yesterday
Remove split culling for now
Yesterday
Merge from main