161,391 Commits over 4,597 Days - 1.46cph!

expanded tattoo ink colours
Today
Merge from main
Today
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
Today
Merge from indirect_instancing/stable
Today
Procedural caves 7 - removes the old cave monument prefabs
Today
Procedural caves 6 - cave well prefabs from procedural_caves
Today
Procedural caves 5 - cave_entrance_c prefab in bundled caves
Today
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
Today
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
Today
Procedural caves 4 - procedural entrance a scene and prefab
Today
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
Today
Procedural caves 4 - procedural entrance b scene and prefab
Today
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
Today
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
Today
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
Today
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes
Today
merge from /brutalist/stagingpartvisibility
Today
merge from main
Today
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
Today
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
Today
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
Today
Updated M79 Grenade Launcher Textures
Today
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
Today
Cherry-pick BRG shadows into 6.7 (Experimental)
Today
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.
Today
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Today
Merge from main
- Add an f8 widget to show some net info whilst playing - Minor graph UI updates
Today
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Today
Render shadows via BRG (Experimental)
Today
Merge from unity_6.7.0 + indirect_instancing
Add game tip when equipping Uzi if fire mode button is unset
NPC phone conversations moved to top of phone directory
Today
Snake fixes inlcuding layer change and collision. Snakes no longer radgoll horses. Snakes take explosion damage correctly.
Today
Merge From Main
Today
Shrank blend map to be closer to monument radius and softened blur. Bumped radius up slightly to 115m to improve terrain anchor generation. Re-generated terrain anchors with new blend-based component. S2P. Tested in procmap.
Earlier commit removed compatibility for variable scope mod. Variable scope still blacklisted, 8x scope also blacklisted for real this time.
Today
Added Updated 40mm Grenade World Models, Textures and Materials for 40mm HE, Smoke and Buckshot Created Basic Prefabs for 40mm Grenades Added 40mm Grenade Fired Variation for 40mm HE, Smoke and Buckshot
Today
Replace BeginInvoke/EndInvoke with Tasks for CoreCLR compatibility
Today
Fixed windmill hammer highlight scale
Today
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Today
- Removed unused RenderPipelineSwitchNode and RenderPipelineCondition scripts - Removed RustRenderPipeline.IsActive branches - Removed LightingOverride as nothing uses it anymore; lighting overrides are now part of the CameraSettings on the RRP Camera component - Removed dead callbacks to Camera.onPreRender and removed OnPreCull and OnPostRender methods, as these are BiRP only
Today
Don't try to set GC mode when using CoreCLR
Today
Disable Discord in CoreCLR builds (needs fixing)
Today
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it
Today
Updated M79 Textures
Today
Fixed UI_DevListBase nre when opening the items tab mid loading
Today
Fix stashes not decaying. Convar the duration while I'm at it.
Today
Fixed ItemPickupNotice NRE
Today
Added a gametip explaining how to flip stairs when deploying U or L stairs