130,552 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                - Have scientist aim up and down instead of only horizontally (only visual)
- Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated the diy hammock from blockout to finalised mesh and textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main (AutoTurret.Server conflicts)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restored UIBackgroundBlur-IngameMenu mat
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: ProjectileTests.TestConsistency - debug code to isolate projectile
Still fails on 520, but now with different results(proj moves, but different height).
Tests: ran unit test - fails (expected)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test
- Removed old serial validation logic
- Renamed PerfSerial test to Performance (since it also runs batched variation)
Detects an issue currently, investigating.
Tests: ran the new test - fails (kind of expected, but still suspicious)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use plane height for random restricted patrol size destinations and flee positions
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed abyss skin item def being null (wrong reference name)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed store overlay cart button styling when the pack is owned
 
                
                
                
                
                
             
         
        
            
            
            
                
                rebake CraggyIsland water and height maps - resolves "water holes"
 
                
                
                
                
                
             
         
        
            
            
            
                
                Store overlay pages auto cycling
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from autoturret_optim (fixes)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from FrontierGate_Token
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from store-june-2025
 
                
                
                
                
                
             
         
        
            
            
            
                
                "View in inventory" button leads to the new item after opening a crate
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc
Think all server-side logic has been ammended
Tests: builds in editor C+S
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added navigation url support to steam inventory
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: AutoTurret.nextAmmoCheckTime -> double
Tests: builds in editor C+S
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: AutoTurret.nextForcedAimTime -> double
Tests: builds in editor C+S
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                added workshop source locker that has shelves and doors
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced flickering from dropped flares
Completely remove flickering if limit flashing option is enabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove temp testing walkways
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Possibly fixed simple floating platforms flipping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed SimpleFloatingEntity running logic if no players are nearby
 
                
                
                
                
                
             
         
        
            
            
            
                
                Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy)
Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix some collision meshes not being R/W
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NREs when opening crate in steam inventory
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switch to loading/unloading scenes async so we can always do it additive
Fixes to get almost in game
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                WIP using scenes to speed up asset warmup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Arctic value compensation for new haze falloff curve.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                TMP soft mask shader added to always included shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cloud depth and brightness enhancements on clear.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added takeover system for steam inventory items
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix attempt for the missing photoseizure warning text on bootstrap in builds
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. 
- Started extending BufferList to work with Span<T>
- Added ArrayPoolBufferList as an experiment
 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtract 
124593 - dont need it