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140,021 Commits over 4,505 Days - 1.30cph!

Today
Render DDraw on beginCameraRendering for RRP
Today
Bugfix: recache icons when opening menu via escape and arriving at the store Tests: standalone - connected to the server and opened-closed menu multiple times
Today
Strip occlusion culling from the dolly preview too
Today
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm
Today
merge from cui_draggable_anchor_fix
Today
Fixed Draggable anchorMax setting to offsetMax
Today
Fix BlurOptimize shader typo
Today
gun display racks - merged weapons and hooks on all three. each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each LOD components 32 -> 10 gameobjects 44 -> 19 draw calls 35 -> 20 colliders 32 -> 3 last LOD tris 15,282 -> 6,486
Today
add cinematic shake to the demo options panel, to have the same shake we use in trailers
Today
Added crystal AR page to the weapons category
Today
merge from main
Today
merge from skinviewer_sept26
minor tweaks to wood glove model for skinviewer
Today
Exclude composter from cooking tests
Today
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
Today
Fence Gate LODs and COL update
Today
Fixed bucket helmet clipping in the skin viewer
Today
Added wood armor gloves to the skin viewer
Today
merge from main
Added posed wood gloves for store page
Today
merge from ocean_sim_waterlevel_trace_fix
Today
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
Today
cherry picking from wooden box storage optimsation
Today
cherry pick from bed optimisations
Today
cherry pick from large wooden box
Today
cherry pick from mixtable prt2
Today
chery picking from mixing table optimsations
Today
cherry picking from small stash improvements
Today
cherry picking from gutter opts
Today
cherry picking from binbag_pile and card table optimisations
Today
merge from glass_ar
Today
Phrase update
Today
Crystal AR - added charm support, small gloss tweaks
Today
Adding sea turtle rig
Today
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Today
Merge from main
Today
Merge from statesync_event_fix
Today
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
Today
Set up glass mag drop (using mesh renderer instead of particle system)
Today
Manifest
Yesterday
Codegen, compile fixes
Yesterday
Merge from main (will need codegen)
Yesterday
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
Yesterday
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
Yesterday
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.
Yesterday
Merge from main
Yesterday
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
Yesterday
update from main
Yesterday
update from main
Yesterday
RidableHorse.prefab