145,795 Commits over 4,413 Days - 1.38cph!

Yesterday
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
Yesterday
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)
Yesterday
Fixed custom lighting staying enabled on top of vm lighting
Yesterday
Update: define player spawning via desired lod level rather than manually placing them Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level. Tests: checked triangle counts for every lod level, it falls as expected for every stage
Yesterday
Communal areas progress and some new textures
Yesterday
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer Cleanup
Yesterday
merge from fix_hemp_collectable_wind -> main
Yesterday
update apartment_complex_monument/prototype
Yesterday
adjusted torch BC controller position for better rotation adjustments
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Fixed missing face from Rentable Shop F exterior
Yesterday
cherry pick 149555 - BC simulation frame delta fixes
Yesterday
m16a2 textures update
Yesterday
BC pass on the industrial torch VM
Yesterday
Bugfix: convert bench durations from 120frames to 1s Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird. Tests: ran the bench scene
Yesterday
Yesterday
SetupPass: supply global_MainLightingAtten for particle/billboard shading
Yesterday
Merge from parent
Yesterday
Merge fixes
Yesterday
Cleanup Make sure its explicitly named/works with only parents Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need
Yesterday
Merge from main
Yesterday
edited 3p jump anims
Yesterday
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark - Purged it of original setup, instead controlled by a script New bench script spawns 100 nakeds at various LOD levels and measures rendering stats Tests: ran benchmark scene
Yesterday
Fix broken meta file for blue noise 64px, 38
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Merge from ioeditor_fix
Yesterday
Fix IO editor GUI consuming all input in Unity 6 Fixes not being able to use right-click to move camera in scene view whilst this GUI is active
Yesterday
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Yesterday
Static mannequin work - LOD3 redo, LOD3 bake and material, cleanup, renamed store mannequin material to be clearer
Yesterday
merge from main
Yesterday
fixed auto turret gibs not inherting skinned material
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Update: format output by recoder's unit type - updated recorder's idents to for easier parsing - skip recorders that didn't accumulate any data Tests: ran the scene in editor
Yesterday
Redo changes from 152372 disabling automatic lightmap baking on powerplant and sphere_tank scenes
Yesterday
merge from industrial_dlc
Yesterday
merge from main
Yesterday
merge from /unity_6.3.15/ddraw_text_color_fix
Yesterday
merge from unity_6.3.15/ddraw_text_spacing_fix
Yesterday
Bugfix(editor): silence UIBlackoutOverlay.Get error when running benchmarks in editor Tests: ran ClothingBenchmark in editor, no longer blasted by errors
Yesterday
Update: BenchmarkScene - add support to gather simple rendering and animation perf telemetry - ClothingBenchmark uses it for normal standing pass Tests: ran ClothingBenchmark, checked debug output
Yesterday
Fix compile error (UnityToolbarExtender)
Yesterday
merge from main
Yesterday
exposed pipes art and prefab
Yesterday
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Yesterday
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