reporust_rebootcancel

158,550 Commits over 4,566 Days - 1.45cph!

Today
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
Today
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
Today
merge from main -> ugc_censor_option
Today
update from main
Today
merge from main -> batch_all_packets
Today
Cut offset distance customisation.
Today
Add a saw model prefab. Bunch of fixes/improvements
Today
Tiny polishy fixes to lamphouse light damage stages
Ensure rad water sprinklers turn on the right color initially
Today
exported wip 3p uzi animations
Today
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Today
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Today
Floor rules
Today
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
Today
More track/glow fixes/improvements
Today
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
Today
Timing improvements. Snappier action. Fixed some render order issues. Fixed some track issues.
Today
merge from scrap king building skin
Today
scrap king interior wall changed to rusty corrugated, updated the sitem description
Today
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Today
Added support for seagull group flying sounds and seagull disperse sounds
Today
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights They will still become dynamic when parented as usual, but now they can be static when not DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
Today
Add a proper motion vector pass to the deploy guide
Today
merge from main
Today
increase network range of groups (bc they can be far but still visibly moving)
Today
compiler fixes
Merge from animal_renaming
Today
code cleanup add to budgeted queue
Today
Added proper LOD material and textures for damaged lighthouse lamp stages
Today
Cut ghost now reflects the selected cut shape/area
Today
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
Merge from main
Cleanup
Rin
Today
Removed Blueprint Book spawn chance in PT boat - Sorry this was too good! Blueprint page remains
Today
toggle laserjobs on by default
Today
merge from main
Today
gulls transition to shaders later after takeoff more consistent seeding for randomness
Today
Bunch of LOD optims: - The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells - Camera and player positions are read once per frame instead of by every LOD member - Static LOD members cache their grid position - Mesh and renderer LODs skip their update while their distance stays between the same LOD distances Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
Updated crow flock model with far lod
Today
Fix editor asset loading on case sensitive filesystems
Today
Migrate third-party packages to `EntityId` in preparation for Unity 6.7
Today
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
Today
Fixed remaining missed materials.
Today
Fix scarecrow NRE
Today
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Today
Codegen
Today
New CullWhenInside combined approach with jarryds and my original fixes joined together - Keep the work queue with its own budget - Bushes are only queued when foundations change
Today
Uzi 3p: fix stock deploy after weapon swap + stock swing on holster - player + world controllers fall back to the stock deploy if the stock flag arrives late - world stock deploy holds idle_stock instead of playing the swing - world animator keeps state on disable so holstering doesn't replay the swing
Today
merge from main stomp local CullWhenInside changes