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158,768 Commits over 4,566 Days - 1.45cph!

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Today
merge from vclouds_optim
Today
vclouds optimizations: - move ExecuteCommandBuffer() call to generate weather textures from LateUpdate() into rendering code callback, calling it in LateUpdate() created a thread sync point - completely skip rendering the cirrus cloud layer as it's unused (wasted some GPU time) - fix rounding math for compute group sizes, also add a bounds check in the main CloudMarch shader
Today
Merge from wolf_eye
Today
Adjusted the wolf night time eye effect to be more of a pale white instead of green Didn't change the other animal eyes visually but improved the LOD behaviour
Today
- viewmodel anim updates - controller updates (no need for sep ADS fire and dryfire with no stock mode) - anim event timing tweaks
Today
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Today
Merge from livestock_animals (shears animations)
Today
Merge from box_collider_authoring
Today
Revert all biofuel asset changes and remove the test asset
Today
Allow fog density convars to be sent from server again
Today
Merge from main
Today
Deleted 25 rocks placed 2.5km under the terrain in the excavator monument S2P excavator
Disable researchable and craftable Fix sight mod overriding ADS values when stock is collapsed
Today
Restored codegen
Today
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
Today
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Today
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Today
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
Today
increase seagull flapping rate
Today
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Today
merge from bird_critters
Today
more tweaking for flock patterns
Today
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
Today
scrap king - updated collider and gibs sounds
Today
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
Add shield compatibility when stock is folded
Today
merge from bird_critters
Today
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
Today
S2P both oilrigs, both harbors
Today
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
Today
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
Today
merge from bird_critters
Today
move all "swarm" critter jobs to static classes marked with [BurstCompile]
Today
merge from more_lod_optims
Today
merge from main
Today
merge from main -> base_occlusion
Today
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
Today
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
Today
Cherry Picked 169677 to fix an issue with contact shadows
Today
Merge from render_pipeline_testing
Today
merge from loadoutsui_delete_fix
Today
Fixed loadouts UI deleting popup being uninteractible
Today
Fix nightvision goggle sound restarting when gesturing
Yesterday
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Yesterday
Fix mortar ammo indicator not updating
Yesterday
Use monster meshes for BRG
Yesterday
Change mac build to arm64-only
Yesterday
merge from swarm_fixes
Yesterday
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable