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159,034 Commits over 4,597 Days - 1.44cph!

Only spawn 1 boat group at large oilrig - not 2
Light ink opacity value in shader, brighter ink contributes a little less than darker ink to avoid colours being too intense/saturated Simplified tattoo colours
FIx player legs freaking out after swapping between both turrets on the pt boat turret
Today
Speculative fix for ocean water appearing inside canyons placed near the shore - extended Mountain topology on `ue_canyon_[abc]` to prevent Water topology where canyons dig below sea level. This required a small radius increase on `ue_canyon_b` & S2P Couldn't reproduce the original report.
Today
merge from bird_critters (lots of bugfixes, no added features)
Today
Fixed space station roofs and wall corners not batching
Today
Battery FX for half and full charge. New script for better PFX system lighting. (Cookie support, rotation etc)
Today
fix NPCNetworking test, gulls don't have the NPCNetworking component since they don't need the RustNavMeshAgent and things.
Today
try fix entity_distance when shooting gull groups - increase size of flying bounds - flock tracks the group better, with an anchor parameter in the flocks - scatter or "take off" phase has additional bounds step, as the birds spread out the most here
Today
Fixed frontier building skin not batching at all: - set read/write true on all FBXs - set AllowSubmeshes to true on the ramp prefabs
Today
first pass on improvements - improved push/pull that actuall feels like it's pushing and pulling, much more intutive - mirror mode for X/Z/XZ
Today
One more CullWhenInside iteration, the previous one could cause big delays in bushes updating in the jungle, due to all loaded bushes clogging the work queue Now: One grid for bushes, one grid for foundations, no work queue, no physics
Today
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
Today
Added test checking building skin meshes are all batchable 87 are failing
Today
gull group fixes & improvements - stronger obstacle avoidance when taking off from land point - removed per-frame raycasts from the scattering run (might have been the stutter) - add step height 0.1m for walking gulls, so they stay on the surface they landed on - landing groups only startle against players within 6m, instead of any target seen in the last 15s - gull corpses inherit velocity - try fix "entity_distance" when shooting flying and landing gulls by adjusting bounds depending on state - groups spawn in deep sea with a hook into DeepSeaManager, since populations make it not naturally spawn - birds turning into animators are capped per frame because its the heaviest cost for reactivation
Today
merge from main
Today
merge from scrapking_batching_fix
Today
merge from main -> base_occlusion
Today
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Today
Fixed scrap king building skin not batching: - set AllowSubmeshes to true on all prefabs - set wall frame and floor triangle frame fbx as readable
Today
Rich Crocodile pie icon setup/import
Today
uzi balance + condition doubled
Today
Don't paint grass or forest splat on ocean or oceanside terrain when placing monuments - fixes large monuments sometimes painting green patches under water
Fix RTL text not formatted correctly when passed as an argument whilst the set language is not RTL
Today
Removed remaining Add/Get/Remove command buffer from camera/light calls and CameraEvents, as those are BiRP only
Today
Update(editor): start working on ContentDir build process Translation from AssetBundle mapping seems to work, need to figure out how to treat scenes and try actually generating data Tests: ran it for server, inspected produced ContentDirRoot(unity doesn't recognize it, but raw data is there)
Today
re S2P floating city scenes - was missing seagull points
Today
add gliding, birds in flocks dont flap while gliding downwards increase flee distance to 1000 so they path across map and can be used to track explosions better crows circle corpses from higher above
Fix animal names not working with RTL languages
Today
Fixed AO issues on receiver.
Enabled mip streaming on 1012 textures (all have renderers) - Props: 155 textures, ~301MB - Deployables: 94, ~253MB - Monument structures (apartments, rentable shops, industrial, blockers): 237, ~245MB - Generic shared textures: 71, ~199MB - Weapons, mods and charms: 74, ~168MB - NPCs and animals: 88, ~132MB - Tools: 30, ~82MB - Player clothing and hair: 74, ~32MB - Misc (satellite, horse, ladder hatch, event props, food, nature): ~313MB At full res these were ~1.5GB of VRAM
Today
edited ik hand positions on dpv deployed prefab, exported 3p dpv updated anims and set them to loop
Merge from main
Today
fix ferry terminal seagull placement on edge add seagull points to lighthouse S2P ferry terminal, lighthouse
Rename the phone directory entry for apartments
Today
Painted apartment complex blend to better fit inside Jacob's improved radius visualisation
Today
- Removed all of BiRP's PPv2 code and its hooks in other scripts - Changed all overlays to change the RRP volumes directly rather than copying the settings from the BiRP volumes
Today
Merge from UZI Rail
Yesterday
Remove convar 'telephonemanager.accessdebugphoneconversations' and references to the temp phone testing conversation S2P fishing villages
Yesterday
Yesterday
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Yesterday
Fixed monument editor gizmo to ensure Radius is always centered correctly. Added a separate square to mark the topology footprint
Yesterday
Merge from main
Yesterday
iterate on fsm graph UI, restyle it to look more like a normal editor window
Yesterday
added workshop source files for all three batteries
Yesterday
New: ContentDirBackend, potential successor to AssetBundleBackend - emulates dynamic bundles, but doesn't implement their mechanism Still need to implement ContentDirectory building and actually test if this works Tests: none
Yesterday
Merge from new_phone_conversations
Yesterday
refactor deploy guide IO to use an interface instead of a type-explicit retrieval
Yesterday
Fix NRE on PhoneController.DoServerDestroy
Yesterday
Repainted apartments blend map so it falls within monument radius