141,723 Commits over 4,505 Days - 1.31cph!

10 Minutes Ago
Crystal AR - fixed attachment positions in 3p entity
17 Minutes Ago
Fixed the white balance values and when the contrast should be applied in the post processing pass
21 Minutes Ago
Add modular_contraption_kit_a meshes, materials and textures
22 Minutes Ago
merge from Livestock_animals
25 Minutes Ago
merge from main
26 Minutes Ago
Add edge-case terrain height raiser underneath skirt. Increase slope alignment and full gradient alignment.
50 Minutes Ago
New cinematic lighting Various polish and minor animation changes Ensure older baked textures aren't re-handed out Fix indirect instancing bricking renderers in the character creator view Always use best LODs for character creator view props Rebuild all the static icons Swap to medium apartment
1 Hour Ago
further mag drop updates
1 Hour Ago
Render DDraw on beginCameraRendering for RRP
1 Hour Ago
Bugfix: recache icons when opening menu via escape and arriving at the store Tests: standalone - connected to the server and opened-closed menu multiple times
1 Hour Ago
Strip occlusion culling from the dolly preview too
1 Hour Ago
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm
2 Hours Ago
merge from cui_draggable_anchor_fix
2 Hours Ago
Fixed Draggable anchorMax setting to offsetMax
2 Hours Ago
Fix BlurOptimize shader typo
2 Hours Ago
gun display racks - merged weapons and hooks on all three. each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each LOD components 32 -> 10 gameobjects 44 -> 19 draw calls 35 -> 20 colliders 32 -> 3 last LOD tris 15,282 -> 6,486
2 Hours Ago
add cinematic shake to the demo options panel, to have the same shake we use in trailers
3 Hours Ago
Added crystal AR page to the weapons category
3 Hours Ago
merge from main
3 Hours Ago
merge from skinviewer_sept26
3 Hours Ago
minor tweaks to wood glove model for skinviewer
3 Hours Ago
Exclude composter from cooking tests
3 Hours Ago
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
3 Hours Ago
Fence Gate LODs and COL update
4 Hours Ago
Fixed bucket helmet clipping in the skin viewer
4 Hours Ago
Added wood armor gloves to the skin viewer
4 Hours Ago
merge from main
4 Hours Ago
Added posed wood gloves for store page
4 Hours Ago
merge from ocean_sim_waterlevel_trace_fix
4 Hours Ago
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
4 Hours Ago
cherry picking from wooden box storage optimsation
4 Hours Ago
cherry pick from bed optimisations
4 Hours Ago
cherry pick from large wooden box
4 Hours Ago
cherry pick from mixtable prt2
4 Hours Ago
chery picking from mixing table optimsations
4 Hours Ago
cherry picking from small stash improvements
4 Hours Ago
cherry picking from gutter opts
4 Hours Ago
cherry picking from binbag_pile and card table optimisations
5 Hours Ago
merge from glass_ar
5 Hours Ago
Phrase update
5 Hours Ago
Crystal AR - added charm support, small gloss tweaks
6 Hours Ago
Adding sea turtle rig
Today
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Today
Merge from main
Today
Merge from statesync_event_fix
Today
Proper fix for events double firing when using the StateSync component When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :( We now suppress animatione vents for a frame any time we scrub the state backwards Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
Today
Set up glass mag drop (using mesh renderer instead of particle system)
Today
Manifest
Today
Codegen, compile fixes
Today
Merge from main (will need codegen)