160,825 Commits over 4,566 Days - 1.47cph!

17 Minutes Ago
Merge from main
20 Minutes Ago
Deleted 25 rocks placed 2.5km under the terrain in the excavator monument S2P excavator
21 Minutes Ago
Disable researchable and craftable Fix sight mod overriding ADS values when stock is collapsed
24 Minutes Ago
Restored codegen
35 Minutes Ago
Preload 324 cow and sheep sounds like the other animals Avoids a ~1.2ms hitch the first time each clip plays, memory impact is only around 3MB
44 Minutes Ago
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45 Minutes Ago
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49 Minutes Ago
Update individual room test data for base occlusion - this is a random selection of bases from the full map data that was also have, will explore a better way to store it in future but for now it's fine
1 Hour Ago
increase seagull flapping rate
1 Hour Ago
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1 Hour Ago
merge from bird_critters
1 Hour Ago
more tweaking for flock patterns
1 Hour Ago
Don't allow monument placement where the terrain blend map will overlap river topology - prevents a rare issue where a monument spawns too close to a river and the water floats
1 Hour Ago
scrap king - updated collider and gibs sounds
1 Hour Ago
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
2 Hours Ago
Add shield compatibility when stock is folded
3 Hours Ago
merge from bird_critters
3 Hours Ago
code clean up, added server convar commands for forcing gull groups to startle, and to land added prefab for Seagull Land Point fixed birds sometimes flying through obstacles
3 Hours Ago
S2P both oilrigs, both harbors
3 Hours Ago
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
3 Hours Ago
add hook-ins for flock interest & fleeing - bird interest zones can be placed in monument scenes to attract flocks "active" monuments - corpses attract crow flocks (low priority) for a short time - timed explosives make bird flocks flee the area
4 Hours Ago
merge from bird_critters
4 Hours Ago
move all "swarm" critter jobs to static classes marked with [BurstCompile]
4 Hours Ago
merge from more_lod_optims
4 Hours Ago
merge from main
4 Hours Ago
merge from main -> base_occlusion
4 Hours Ago
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
4 Hours Ago
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
4 Hours Ago
Cherry Picked 169677 to fix an issue with contact shadows
4 Hours Ago
Merge from render_pipeline_testing
5 Hours Ago
merge from loadoutsui_delete_fix
5 Hours Ago
Fixed loadouts UI deleting popup being uninteractible
5 Hours Ago
Fix nightvision goggle sound restarting when gesturing
5 Hours Ago
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5 Hours Ago
Fix mortar ammo indicator not updating
5 Hours Ago
Use monster meshes for BRG
5 Hours Ago
Change mac build to arm64-only
5 Hours Ago
merge from swarm_fixes
6 Hours Ago
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
6 Hours Ago
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
6 Hours Ago
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6 Hours Ago
FX stuff
Today
Merge from /main
Today
add seagull groups to livestock scene
Today
merge from bird_critters
Today
merge from lighthouse_deep_sea
Today
s2p lighthouse
Today
Deep sea opening by any route now lights all lighthouses correctly (if not already)
Today
more bird fixes - seagull group prefab now uses prefabs for the prebaked birds inside (easier to handle) - fix groups being stuck in the landing state - increased bounds size, and even bigger when flying, to keep birds in hitreg range - switched to one ground cast per group instead of every bird doing it - added exclusion layers to server collider
Today
Explicitly set serialisation attributes everywhere: NonSerialized, Serializable, SerializeField, FormerlySerializedAs Unity 6.7 added a few more warnings about serialisation attributes, probably to avoid unintended behavior with CoreCLR. This change adds explicit attributes everywhere while retaining the existing behavior.