161,407 Commits over 4,597 Days - 1.46cph!

6 Days Ago
S2P both oilrigs, both harbors
6 Days Ago
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
6 Days Ago
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
6 Days Ago
merge from bird_critters
6 Days Ago
move all "swarm" critter jobs to static classes marked with [BurstCompile]
6 Days Ago
merge from more_lod_optims
6 Days Ago
merge from main
6 Days Ago
merge from main -> base_occlusion
6 Days Ago
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
6 Days Ago
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
6 Days Ago
Cherry Picked 169677 to fix an issue with contact shadows
6 Days Ago
Merge from render_pipeline_testing
6 Days Ago
merge from loadoutsui_delete_fix
6 Days Ago
Fixed loadouts UI deleting popup being uninteractible
6 Days Ago
Fix nightvision goggle sound restarting when gesturing
6 Days Ago
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6 Days Ago
Fix mortar ammo indicator not updating
6 Days Ago
Use monster meshes for BRG
6 Days Ago
Change mac build to arm64-only
6 Days Ago
merge from swarm_fixes
6 Days Ago
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
6 Days Ago
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
6 Days Ago
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6 Days Ago
FX stuff
6 Days Ago
Merge from /main
6 Days Ago
add seagull groups to livestock scene
6 Days Ago
merge from bird_critters
6 Days Ago
merge from lighthouse_deep_sea
6 Days Ago
s2p lighthouse
6 Days Ago
Deep sea opening by any route now lights all lighthouses correctly (if not already)
6 Days Ago
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
7 Days Ago
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.
7 Days Ago
Raise the lighthouse particle/beam back to previous height
7 Days Ago
Fixed an issue where the deploy guide renderer would bind a null depth render texture handle when needDepth was false, causing a warning log
7 Days Ago
feedback fixes for the jobs (ty Graham)
7 Days Ago
Merge from main
7 Days Ago
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
7 Days Ago
crow flock audio tweaks
7 Days Ago
Fixed collider in beacon repairable to not block ladder. Ran S2P.
7 Days Ago
exported updated 3p uzi anims
7 Days Ago
Fixed opening a double door rebuilding the batched walls around it, the door frame now stays batched while the door swings Regression from 169567
7 Days Ago
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7 Days Ago
Prepare scripts for Unity 6.7 (without actually switching to 6.7 just yet)
7 Days Ago
Added the Uzi into the scene and adjusted rotation
7 Days Ago
merge from more_lod_optims
7 Days Ago
custom spine offset added
7 Days Ago
set objects to world layer
7 Days Ago
Fixed the draw order for transparent objects drawn via the view model camera
7 Days Ago
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
7 Days Ago
Gamepad icon for the gamepad section in the settings