202,422 Commits over 4,171 Days - 2.02cph!
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4k textures for spotlight and tripod
merge glass_fix_resourcerefs to main
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
Improve mannequin model part hiding with skin overrides
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
- Fix chunks not being correctly processed
- Add budget queue when rebuilding tiles at runtime
- Add command to test rebuild of tiles
Jungle ak viewmodel - fix for ads dryfire
Merge fixes from /indirect_instancing
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies.
- Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
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decor_lighting_dlc -> main
Deployable snapping for the table lamp
Deployable snapping for the Mannequin
Added snapping to the spotlight
Added snapping support to the two types of beanbag
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merge from decor_lighting_dlc/gameplaypass
merge from decor_lighting_dlc
viewmodel chainsword update attack animation edits
merge from ui_mipmaps_fixes
Wheat icon mipmap group set to UI
Merge: from baseplayer_serverupdateparallel
- Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities
Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
merge from decor_lighting_dlc
Fixed string lights with no wire slack looking terrible
merge from stringpool_warnings_investigation
More farm barge set dressing
Apply the stringpool fix to ~20 more entities
Fixed fairy and string lights wire thickness causing issues when not using wire slack
merge from naval_update/deep_sea
Fixed deep sea spawning erroring on other scenes
Clean: Replace persistent native WaterFactorCache with transient native allocs
This is slower, but it's not the hot path and it simplifies code and avoids polluting intellisense.
Tests: ran unit tests
Disabled deep sea island spawning on that branch, its causing errors when entering play mode from other scenes than Craggy
merge fix_static_respawn_areas to main
Bugfix: UsePlayerUpdateJobs 1/2 - use world pos/rots when running water queries
Previously it used local pos/transf, which was incorrect when parenting happened (excavator as example).
Tests: jumped on excavator, validated that the water queries are running in the right location with UsePlayerUpdateJobs 2
Removed sound player on chandelier guide
stricter table lamp placement
Prevent table lamp roof camping https://files.facepunch.com/Alistair/127/08/2025/7I75/Unity_tijA5LpN32.png
Fix static respawn areas no longer showing up after optimizing player bags.
Set dressing on farm barge WIP. Static version of lantern prefab.
Added a collider on the game trace layer to spotlights
Chandelier world model fixes
Chandelier not deployable on deployed layer
Some tweaks to fluorescent light deploy volumes