141,800 Commits over 4,505 Days - 1.31cph!

2 Days Ago
Fence Gate LODs and COL update
2 Days Ago
Fixed bucket helmet clipping in the skin viewer
2 Days Ago
Added wood armor gloves to the skin viewer
2 Days Ago
merge from main
2 Days Ago
Added posed wood gloves for store page
2 Days Ago
merge from ocean_sim_waterlevel_trace_fix
2 Days Ago
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
2 Days Ago
cherry picking from wooden box storage optimsation
2 Days Ago
cherry pick from bed optimisations
2 Days Ago
cherry pick from large wooden box
2 Days Ago
cherry pick from mixtable prt2
2 Days Ago
chery picking from mixing table optimsations
2 Days Ago
cherry picking from small stash improvements
2 Days Ago
cherry picking from gutter opts
2 Days Ago
cherry picking from binbag_pile and card table optimisations
2 Days Ago
merge from glass_ar
2 Days Ago
Phrase update
2 Days Ago
Crystal AR - added charm support, small gloss tweaks
3 Days Ago
Adding sea turtle rig
3 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
3 Days Ago
Merge from main
3 Days Ago
Merge from statesync_event_fix
3 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
3 Days Ago
Set up glass mag drop (using mesh renderer instead of particle system)
3 Days Ago
Manifest
3 Days Ago
Codegen, compile fixes
3 Days Ago
Merge from main (will need codegen)
3 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
3 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
3 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.
3 Days Ago
Merge from main
3 Days Ago
optimized poker table variants: Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60). - RendererLOD chains: 34 > 4 MeshLOD - LOD components: 226 > 192 - renderers: 321 > 212 - GameObjects: 143 fewer - LOD0 submesh draws: 49 > 14 - prefab size : 508kb > 122kb Also cleared a dead LODGroup from _cardtable_base
3 Days Ago
Fix inverted condition that deletes NPCs on spawn Fixed potential crashes with ragdolls Fixed potential crash with game.MountGMA
3 Days Ago
update from main
3 Days Ago
update from main
3 Days Ago
RidableHorse.prefab
3 Days Ago
merge from fix_masterkey_swipe -> main
3 Days Ago
Add tests to prove the swiping is correct
3 Days Ago
Fix the master key getting stuck in the animation state if you left click with key, as it derives from the keycard but has no swipe animation
3 Days Ago
russian roulette; - updated prefab - updated textures wip
3 Days Ago
Crystal AR store page wip
3 Days Ago
Wood armor gloves placeholder skin viewer mesh
3 Days Ago
Added wooden armor parts and crystal AR to the skin viewer
3 Days Ago
merge from maintainables_fixes
3 Days Ago
remove extra debug log
3 Days Ago
merge from editor_save_toolbar -> main
3 Days Ago
merge from skinviewer_cubemap_fix
3 Days Ago
merge from main -> editor_save_toolbar
3 Days Ago
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns - Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path Also fix PlaceWaterTreamentPipes to not use unnecessary statics
3 Days Ago
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server