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158,531 Commits over 4,566 Days - 1.45cph!

Today
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Today
Added support for seagull group flying sounds and seagull disperse sounds
Today
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights They will still become dynamic when parented as usual, but now they can be static when not DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
Today
Add a proper motion vector pass to the deploy guide
Today
merge from main
Today
increase network range of groups (bc they can be far but still visibly moving)
Today
compiler fixes
Merge from animal_renaming
Today
code cleanup add to budgeted queue
Today
Added proper LOD material and textures for damaged lighthouse lamp stages
Today
Cut ghost now reflects the selected cut shape/area
Today
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
Merge from main
Cleanup
Rin
Today
Removed Blueprint Book spawn chance in PT boat - Sorry this was too good! Blueprint page remains
Today
toggle laserjobs on by default
Today
merge from main
Today
gulls transition to shaders later after takeoff more consistent seeding for randomness
Today
Bunch of LOD optims: - The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells - Camera and player positions are read once per frame instead of by every LOD member - Static LOD members cache their grid position - Mesh and renderer LODs skip their update while their distance stays between the same LOD distances Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
Updated crow flock model with far lod
Today
Fix editor asset loading on case sensitive filesystems
Today
Migrate third-party packages to `EntityId` in preparation for Unity 6.7
Today
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
Today
Fixed remaining missed materials.
Today
Fix scarecrow NRE
Today
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Today
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Today
Codegen
Today
New CullWhenInside combined approach with jarryds and my original fixes joined together - Keep the work queue with its own budget - Bushes are only queued when foundations change
Today
Uzi 3p: fix stock deploy after weapon swap + stock swing on holster - player + world controllers fall back to the stock deploy if the stock flag arrives late - world stock deploy holds idle_stock instead of playing the swing - world animator keeps state on disable so holstering doesn't replay the swing
Today
merge from main stomp local CullWhenInside changes
Today
Refactor, more generic, reusable. Add additional experimental wall rules (wall->window, wall->wall frame, doorway->wall frame). Renovation saw now uses a context based radial menu, showing available renovation/cut options for target construction.
Today
Fixed the volumetric light beam clipping the camera when using the miner hat
Today
merge from saveload_eventschedule
Today
Formatting
Today
Saveload the hours remaining for event schedule events Fixes for example cargo ship being just about to spawn, server restarts and now you have to wait the full cooldown again
Today
merge from scrap_king_building_skin (lightened interior concrete)
Today
scrap king - concrete texture tweaks
Today
Fix PersistentObjectWorkQueues stalling in the editor with skip domain reload Add the attribute to some missing places
Rin
Today
merge from milkicons_fix
Today
removed unnecessary files
Today
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Today
Cherrypick 169400
Today
merge from viewmodel_skinning_update
Today
Merge from main
Today
Remove split shadow culling for now
Rin
Today
merge from pedalbikewheelfix
Rin
Today
merge from procgen_fix_monument_spacing
Rin
Today
merge from procgen_fix_canyon_tunnels
Today
Merge from main