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159,072 Commits over 4,597 Days - 1.44cph!

Yesterday
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
Yesterday
Added test checking building skin meshes are all batchable 87 are failing
Yesterday
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
Yesterday
merge from main
Yesterday
merge from scrapking_batching_fix
Yesterday
merge from main -> base_occlusion
Yesterday
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Yesterday
Fixed scrap king building skin not batching: - set AllowSubmeshes to true on all prefabs - set wall frame and floor triangle frame fbx as readable
Yesterday
Rich Crocodile pie icon setup/import
Yesterday
uzi balance + condition doubled
Yesterday
Don't paint grass or forest splat on ocean or oceanside terrain when placing monuments - fixes large monuments sometimes painting green patches under water
Yesterday
Fix RTL text not formatted correctly when passed as an argument whilst the set language is not RTL
Yesterday
Removed remaining Add/Get/Remove command buffer from camera/light calls and CameraEvents, as those are BiRP only
Yesterday
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)
Yesterday
re S2P floating city scenes - was missing seagull points
Yesterday
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
Yesterday
Fix animal names not working with RTL languages
Yesterday
Fixed AO issues on receiver.
Yesterday
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
Yesterday
edited ik hand positions on dpv deployed prefab, exported 3p dpv updated anims and set them to loop
Yesterday
Merge from main
Yesterday
fix ferry terminal seagull placement on edge add seagull points to lighthouse S2P ferry terminal, lighthouse
Yesterday
Rename the phone directory entry for apartments
Yesterday
Painted apartment complex blend to better fit inside Jacob's improved radius visualisation
Yesterday
- 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
Yesterday
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
Yesterday
Merge from main
Yesterday
head_bob_anim_fixes -> main
Yesterday
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Yesterday
Updated medium and large battery UVs and 2K textures across all LODs and gibs for workshop skins. car battery didn't need adjusting
Yesterday
update from main
Yesterday
Testing auto resizing apartments monument terrain tile + textures to reduce footprint
Yesterday
Play camera animations on viewmodel turrets (pt boat turrets) even if headbob is off Stops hands clipping/flying away since the camera is staying put
Yesterday
add nametags toggle for demoui2
Yesterday
Merge from main
Yesterday
toggle fp turn in place by default
Yesterday
Setup IceSculpture IO as a subentity - removed dead BaseSculpture protobuf declaration, nothing used it as syncvars were better
Yesterday
tune turn in place to be more responsive