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158,769 Commits over 4,566 Days - 1.45cph!

Yesterday
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
Yesterday
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
Yesterday
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Yesterday
FX stuff
Yesterday
Merge from /main
Yesterday
add seagull groups to livestock scene
Yesterday
merge from bird_critters
Yesterday
merge from lighthouse_deep_sea
Yesterday
s2p lighthouse
Yesterday
Deep sea opening by any route now lights all lighthouses correctly (if not already)
Yesterday
more bird fixes - seagull group prefab now uses prefabs for the prebaked birds inside (easier to handle) - fix groups being stuck in the landing state - increased bounds size, and even bigger when flying, to keep birds in hitreg range - switched to one ground cast per group instead of every bird doing it - added exclusion layers to server collider
Yesterday
Explicitly set serialisation attributes everywhere: NonSerialized, Serializable, SerializeField, FormerlySerializedAs Unity 6.7 added a few more warnings about serialisation attributes, probably to avoid unintended behavior with CoreCLR. This change adds explicit attributes everywhere while retaining the existing behavior.
Yesterday
Raise the lighthouse particle/beam back to previous height
Yesterday
Fixed an issue where the deploy guide renderer would bind a null depth render texture handle when needDepth was false, causing a warning log
Yesterday
feedback fixes for the jobs (ty Graham)
Yesterday
Merge from main
Yesterday
Named the render graph's command buffer after the camera they're currently rendering so we know which camera is causing issues when there are error or warning logs
Yesterday
crow flock audio tweaks
Yesterday
Fixed collider in beacon repairable to not block ladder. Ran S2P.
Yesterday
exported updated 3p uzi anims
Yesterday
Fixed opening a double door rebuilding the batched walls around it, the door frame now stays batched while the door swings Regression from 169567
Yesterday
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Yesterday
Prepare scripts for Unity 6.7 (without actually switching to 6.7 just yet)
Yesterday
Added the Uzi into the scene and adjusted rotation
Yesterday
merge from more_lod_optims
Yesterday
custom spine offset added
Yesterday
set objects to world layer
Yesterday
Fixed the draw order for transparent objects drawn via the view model camera
Yesterday
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
Yesterday
Gamepad icon for the gamepad section in the settings
Yesterday
Removed the RequireComponent type of Light attribute from the RustAdditionalLightData, as it was causing issues with removing Light components during the PrefabPreProcess step
Yesterday
Merge from main
Yesterday
Shears deploy animation update
Yesterday
more_lod_optims -> main
Yesterday
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
Yesterday
Merge from main
Yesterday
Fix ice sculpture shader error
Yesterday
Merge from main
Yesterday
merge from bird_critters 🐦‍⬛
Yesterday
merge from save290 - Staging wipe!
Yesterday
Network ++ Save ++ Persistance ++
Yesterday
Fix crowflock error, remove debug cube, manifest
Yesterday
adding lots of props for underground medium train station
Yesterday
merge from main
Yesterday
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Yesterday
Disable storagecontainer.canrequireauthifnolock in softcore
Yesterday
Merge from boat_scientist_fix
Yesterday
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Yesterday
Update the eu_15 test data zip
Yesterday
Fix angled walls sometimes picking the incorrect adjacent half height wall