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158,750 Commits over 4,566 Days - 1.45cph!

Today
Update individual room test data for base occlusion - this is a random selection of bases from the full map data that was also have, will explore a better way to store it in future but for now it's fine
Today
increase seagull flapping rate
Today
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Today
merge from bird_critters
Today
more tweaking for flock patterns
Today
Don't allow monument placement where the terrain blend map will overlap river topology - prevents a rare issue where a monument spawns too close to a river and the water floats
Today
scrap king - updated collider and gibs sounds
Today
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
Add shield compatibility when stock is folded
Today
merge from bird_critters
Today
code clean up, added server convar commands for forcing gull groups to startle, and to land added prefab for Seagull Land Point fixed birds sometimes flying through obstacles
Today
S2P both oilrigs, both harbors
Today
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
Today
add hook-ins for flock interest & fleeing - bird interest zones can be placed in monument scenes to attract flocks "active" monuments - corpses attract crow flocks (low priority) for a short time - timed explosives make bird flocks flee the area
Today
merge from bird_critters
Today
move all "swarm" critter jobs to static classes marked with [BurstCompile]
Today
merge from more_lod_optims
Today
merge from main
Today
merge from main -> base_occlusion
Today
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
Today
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
Today
Cherry Picked 169677 to fix an issue with contact shadows
Today
Merge from render_pipeline_testing
Today
merge from loadoutsui_delete_fix
Today
Fixed loadouts UI deleting popup being uninteractible
Today
Fix nightvision goggle sound restarting when gesturing
Today
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Today
Fix mortar ammo indicator not updating
Today
Use monster meshes for BRG
Today
Change mac build to arm64-only
Today
merge from swarm_fixes
Today
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
Today
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
Today
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Today
FX stuff
Today
Merge from /main
Today
add seagull groups to livestock scene
Today
merge from bird_critters
Today
merge from lighthouse_deep_sea
Today
s2p lighthouse
Today
Deep sea opening by any route now lights all lighthouses correctly (if not already)
Today
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.