161,408 Commits over 4,597 Days - 1.46cph!

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
Today
Updated M79 Textures
Today
Fixed UI_DevListBase nre when opening the items tab mid loading
Today
Fix stashes not decaying. Convar the duration while I'm at it.
Today
Fixed ItemPickupNotice NRE
Today
Added a gametip explaining how to flip stairs when deploying U or L stairs
Rin
Today
Adjusted Uzi repair cost. Removed need for metal fragments.
Today
Add some resources to seagull corpses
Today
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Today
Persist the UID water mark across server restarts, eliminating the risk of ever reusing a net id of a killed entity
Today
underground train station dressing update
Rin
Today
merge from hopper_backpack_fix
Rin
Today
merge from industrial_precheck_fix
Rin
Today
merge from deepsea_crash_fix
Rin
Today
merge from new_phone_conversations
Today
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
Today
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
Today
merge from base_occlusion/prison_gate -> base_occlusion
Today
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Today
Update tests
Today
Reserialize prison gate cell prefabs
Today
Remove split culling for now
Today
Merge from main
Today
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Today
Cleanup
Today
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Today
Fix shears causing blood fx to appear when hitting a sheep
line up all the info in the net page
New graph and ui setup for the info/net pages
Today
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
Yesterday
All deploy and door open/close effects now have MaxSpawnDistance components Most stop spawning around 40m 288 effects modified
Yesterday
Fix allocations from anchoring of faces -> network groups
Yesterday
Fixed deep sea water height update copying the whole texture into a temporary array when joining a server Drops a 256MB allocation, was the reason behind the third biggest client RATN crash
Yesterday
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Yesterday
merge from analytics_shield_damage -> main
Yesterday
set foliage shadow blocks as default and enable behind grass quality level
Yesterday
Fix line endings
Yesterday
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance Needs some manual configuring still, curerntly flagging 1818 misconfigured effects Added an inspector UI to automatically add the component with the alculated max distance it should be set to Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
Yesterday
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