161,401 Commits over 4,597 Days - 1.46cph!

2 Days Ago
merge from bird_critters (lots of bugfixes, no added features)
2 Days Ago
Fixed space station roofs and wall corners not batching
2 Days Ago
Battery FX for half and full charge. New script for better PFX system lighting. (Cookie support, rotation etc)
2 Days Ago
fix NPCNetworking test, gulls don't have the NPCNetworking component since they don't need the RustNavMeshAgent and things.
2 Days Ago
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
2 Days Ago
Fixed frontier building skin not batching at all: - set read/write true on all FBXs - set AllowSubmeshes to true on the ramp prefabs
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
2 Days Ago
Added test checking building skin meshes are all batchable 87 are failing
2 Days Ago
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
2 Days Ago
merge from main
2 Days Ago
merge from scrapking_batching_fix
2 Days Ago
merge from main -> base_occlusion
2 Days Ago
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2 Days Ago
Fixed scrap king building skin not batching: - set AllowSubmeshes to true on all prefabs - set wall frame and floor triangle frame fbx as readable
2 Days Ago
Rich Crocodile pie icon setup/import
2 Days Ago
uzi balance + condition doubled
2 Days Ago
Don't paint grass or forest splat on ocean or oceanside terrain when placing monuments - fixes large monuments sometimes painting green patches under water
2 Days Ago
Fix RTL text not formatted correctly when passed as an argument whilst the set language is not RTL
2 Days Ago
Removed remaining Add/Get/Remove command buffer from camera/light calls and CameraEvents, as those are BiRP only
2 Days Ago
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)
2 Days Ago
re S2P floating city scenes - was missing seagull points
2 Days Ago
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
2 Days Ago
Fix animal names not working with RTL languages
2 Days Ago
Fixed AO issues on receiver.
2 Days Ago
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
2 Days Ago
edited ik hand positions on dpv deployed prefab, exported 3p dpv updated anims and set them to loop
2 Days Ago
Merge from main
2 Days Ago
fix ferry terminal seagull placement on edge add seagull points to lighthouse S2P ferry terminal, lighthouse
2 Days Ago
Rename the phone directory entry for apartments
2 Days Ago
Painted apartment complex blend to better fit inside Jacob's improved radius visualisation
2 Days Ago
- 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
2 Days Ago
Merge from UZI Rail
2 Days Ago
Remove convar 'telephonemanager.accessdebugphoneconversations' and references to the temp phone testing conversation S2P fishing villages
2 Days Ago
2 Days Ago
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2 Days Ago
Fixed monument editor gizmo to ensure Radius is always centered correctly. Added a separate square to mark the topology footprint
2 Days Ago
Merge from main
2 Days Ago
iterate on fsm graph UI, restyle it to look more like a normal editor window
2 Days Ago
added workshop source files for all three batteries
2 Days Ago
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
2 Days Ago
Merge from new_phone_conversations
2 Days Ago
refactor deploy guide IO to use an interface instead of a type-explicit retrieval
2 Days Ago
Fix NRE on PhoneController.DoServerDestroy
2 Days Ago
Repainted apartments blend map so it falls within monument radius
2 Days Ago
Merge from main
2 Days Ago
head_bob_anim_fixes -> main
2 Days Ago
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2 Days Ago
Updated medium and large battery UVs and 2K textures across all LODs and gibs for workshop skins. car battery didn't need adjusting