160,804 Commits over 4,566 Days - 1.47cph!

20 Minutes Ago
merge from bird_critters
21 Minutes Ago
move all "swarm" critter jobs to static classes marked with [BurstCompile]
30 Minutes Ago
merge from more_lod_optims
31 Minutes Ago
merge from main
34 Minutes Ago
merge from main -> base_occlusion
43 Minutes Ago
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
1 Hour Ago
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
1 Hour Ago
Cherry Picked 169677 to fix an issue with contact shadows
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
merge from loadoutsui_delete_fix
1 Hour Ago
Fixed loadouts UI deleting popup being uninteractible
1 Hour Ago
Fix nightvision goggle sound restarting when gesturing
2 Hours Ago
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2 Hours Ago
Fix mortar ammo indicator not updating
2 Hours Ago
Use monster meshes for BRG
2 Hours Ago
Change mac build to arm64-only
2 Hours Ago
merge from swarm_fixes
2 Hours Ago
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
3 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
3 Hours Ago
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3 Hours Ago
FX stuff
3 Hours Ago
Merge from /main
3 Hours Ago
add seagull groups to livestock scene
3 Hours Ago
merge from bird_critters
3 Hours Ago
merge from lighthouse_deep_sea
3 Hours Ago
s2p lighthouse
3 Hours Ago
Deep sea opening by any route now lights all lighthouses correctly (if not already)
3 Hours Ago
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
3 Hours Ago
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.
4 Hours Ago
Raise the lighthouse particle/beam back to previous height
4 Hours Ago
Fixed an issue where the deploy guide renderer would bind a null depth render texture handle when needDepth was false, causing a warning log
4 Hours Ago
feedback fixes for the jobs (ty Graham)
5 Hours Ago
Merge from main
5 Hours Ago
Named the render graph's command buffer after the camera they're currently rendering so we know which camera is causing issues when there are error or warning logs
5 Hours Ago
crow flock audio tweaks
5 Hours Ago
Fixed collider in beacon repairable to not block ladder. Ran S2P.
5 Hours Ago
exported updated 3p uzi anims
6 Hours Ago
Fixed opening a double door rebuilding the batched walls around it, the door frame now stays batched while the door swings Regression from 169567
6 Hours Ago
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6 Hours Ago
Prepare scripts for Unity 6.7 (without actually switching to 6.7 just yet)
Today
Added the Uzi into the scene and adjusted rotation
Today
merge from more_lod_optims
Today
custom spine offset added
Today
set objects to world layer
Today
Fixed the draw order for transparent objects drawn via the view model camera
Today
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
Today
Gamepad icon for the gamepad section in the settings
Today
Removed the RequireComponent type of Light attribute from the RustAdditionalLightData, as it was causing issues with removing Light components during the PrefabPreProcess step
Today
Merge from main
Today
Shears deploy animation update