161,344 Commits over 4,597 Days - 1.46cph!

19 Minutes Ago
merge from main
23 Minutes Ago
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up. Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
39 Minutes Ago
merge from stencil_changes
40 Minutes Ago
expanded tattoo ink colours
47 Minutes Ago
Merge from main
52 Minutes Ago
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
1 Hour Ago
Merge from indirect_instancing/stable
1 Hour Ago
Procedural caves 7 - removes the old cave monument prefabs
1 Hour Ago
Procedural caves 6 - cave well prefabs from procedural_caves
1 Hour Ago
Procedural caves 5 - cave_entrance_c prefab in bundled caves
1 Hour Ago
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
1 Hour Ago
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
1 Hour Ago
Procedural caves 4 - procedural entrance a scene and prefab
1 Hour Ago
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
1 Hour Ago
Procedural caves 4 - procedural entrance b scene and prefab
1 Hour Ago
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
1 Hour Ago
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
1 Hour Ago
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
1 Hour Ago
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes
1 Hour Ago
merge from /brutalist/stagingpartvisibility
1 Hour Ago
merge from main
1 Hour Ago
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
1 Hour Ago
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
2 Hours Ago
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
2 Hours Ago
Updated M79 Grenade Launcher Textures
2 Hours Ago
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
2 Hours Ago
Cherry-pick BRG shadows into 6.7 (Experimental)
2 Hours Ago
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.
2 Hours Ago
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3 Hours Ago
Merge from main
3 Hours Ago
- Add an f8 widget to show some net info whilst playing - Minor graph UI updates
3 Hours Ago
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3 Hours Ago
Render shadows via BRG (Experimental)
3 Hours Ago
Merge from unity_6.7.0 + indirect_instancing
3 Hours Ago
Add game tip when equipping Uzi if fire mode button is unset
4 Hours Ago
NPC phone conversations moved to top of phone directory
4 Hours Ago
Snake fixes inlcuding layer change and collision. Snakes no longer radgoll horses. Snakes take explosion damage correctly.
4 Hours Ago
Merge From Main
4 Hours Ago
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.
4 Hours Ago
Earlier commit removed compatibility for variable scope mod. Variable scope still blacklisted, 8x scope also blacklisted for real this time.
4 Hours Ago
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
4 Hours Ago
Replace BeginInvoke/EndInvoke with Tasks for CoreCLR compatibility
4 Hours Ago
Fixed windmill hammer highlight scale
4 Hours Ago
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4 Hours Ago
- 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
4 Hours Ago
Don't try to set GC mode when using CoreCLR
4 Hours Ago
Disable Discord in CoreCLR builds (needs fixing)
4 Hours Ago
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it
5 Hours Ago
Updated M79 Textures
5 Hours Ago
Fixed UI_DevListBase nre when opening the items tab mid loading