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139,523 Commits over 4,505 Days - 1.29cph!

Today
Update: Add DynamicResourceRef<T> to replace PathProxyForAttrib Allows us to both automate more of the dynamic bundle assignment as well as help with future merge conflict resolution Tests: added it to UI_StoreTakeover and it's drawer
Today
Glass AR - texture, material, naming updates, experimental SSS shader
Today
Add tunble drone detonate distance convar.
Today
possible NRE fix for mannequins
Today
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.
Today
Fix prevent building volumes being baked into the navmesh instead of ignored
Today
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
Today
merge from vehicle_pooling
Today
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
Today
Codegen
Today
Merge from render_pipeline_testing
Today
Merge from main
Today
animation imports + keyframe curve editor
Today
Deleted old prefab location
Today
Ladder collision and LOD setup
Today
Merge from main
Today
Merge from hackweek_random_skin_crafting
Today
GC optim
Today
Bugfix(editor): fix store prop drawer failing to draw - added a fallback path for original image property Cuased by missing path proxy field that I ripped out during merge Tests: inspected JungleShowcase ui prefab
Today
Merge from main
Today
Adjusted frame for triangle top tier hatch
Today
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
Today
Buildfix: fix merge issues Tests: editor opens
Today
Merge: from main
Today
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
Today
Bugfix: grab latest binaries for Rust.Native One of them was stale, breaking the feature Tests: booted into craggy on windows - no more exception
Today
Arrow Revamp Icon fixes
Today
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
Today
Merge: from main
Today
Merge from main
Today
Added changes that should have been checked out with the last commit
Today
Added support for Deferred+ lighting
Today
Repair bench fix
Today
SAM site vs drone buffs wip: Missiles use a proximity fuse against drones (reusing the MLRS trigger), lead vs them without aim error at 2.25x speed, and destroy drone-dropped explosives mid-air (no fireballs)
Rin
Today
merge from swamp_tree_buff
Rin
Today
Increase all swamp tree wood harvest from 300 to 1000
Today
Random includes the default skin now too
Today
Cached skin id fix
Today
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback Removed the burnout/launch attempt, wasn't working right Fixed engine revs to use front wheel speed instead of rear (AWD so no difference) Rear wheels now visually lock during a handbrake instead spinning
Today
Today
Refactor
Today
merge from main, fix proto conflict
Today
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
Today
Merge from main
Today
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Today
Merge from render_pipeline_testing
Today
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Yesterday
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Yesterday
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now