141,706 Commits over 4,505 Days - 1.31cph!

34 Minutes Ago
Added crystal AR page to the weapons category
45 Minutes Ago
merge from main
50 Minutes Ago
merge from skinviewer_sept26
54 Minutes Ago
minor tweaks to wood glove model for skinviewer
56 Minutes Ago
Exclude composter from cooking tests
1 Hour Ago
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
1 Hour Ago
Fence Gate LODs and COL update
1 Hour Ago
Fixed bucket helmet clipping in the skin viewer
1 Hour Ago
Added wood armor gloves to the skin viewer
1 Hour Ago
merge from main
1 Hour Ago
Added posed wood gloves for store page
1 Hour Ago
merge from ocean_sim_waterlevel_trace_fix
1 Hour Ago
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
1 Hour Ago
cherry picking from wooden box storage optimsation
1 Hour Ago
cherry pick from bed optimisations
1 Hour Ago
cherry pick from large wooden box
2 Hours Ago
cherry pick from mixtable prt2
2 Hours Ago
chery picking from mixing table optimsations
2 Hours Ago
cherry picking from small stash improvements
2 Hours Ago
cherry picking from gutter opts
2 Hours Ago
cherry picking from binbag_pile and card table optimisations
2 Hours Ago
merge from glass_ar
3 Hours Ago
Phrase update
3 Hours Ago
Crystal AR - added charm support, small gloss tweaks
3 Hours Ago
Adding sea turtle rig
4 Hours Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Today
Merge from main
Today
Merge from statesync_event_fix
Today
Proper fix for events double firing when using the StateSync component When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :( We now suppress animatione vents for a frame any time we scrub the state backwards Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
Today
Set up glass mag drop (using mesh renderer instead of particle system)
Today
Manifest
Today
Codegen, compile fixes
Today
Merge from main (will need codegen)
Today
Gutter cornices: combined each into one MeshLOD renderers 30 > 3 LOD components 30 > 3 Parts cull at different distances (supports 15, caps 35, rail 75), so each state is a mesh of only what's still visible - 802/88/24 tris, matching the originals at every band. Still batches, all states under the vert cap. time for bed
Today
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
Today
Abyss barrels: combined the seaweed into one mesh per barrel Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15). seaweed clumps 107 > 2 meshes LOD components 109 > 4 renderers 115 > 10 prefab size 518kb > 121kb Geometry and collision unchanged. Wind is preserved.
Today
Merge from main
Today
optimized poker table variants: Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60). - RendererLOD chains: 34 > 4 MeshLOD - LOD components: 226 > 192 - renderers: 321 > 212 - GameObjects: 143 fewer - LOD0 submesh draws: 49 > 14 - prefab size : 508kb > 122kb Also cleared a dead LODGroup from _cardtable_base
Today
Fix inverted condition that deletes NPCs on spawn Fixed potential crashes with ragdolls Fixed potential crash with game.MountGMA
Today
update from main
Today
update from main
Today
RidableHorse.prefab
Today
merge from fix_masterkey_swipe -> main
Today
Add tests to prove the swiping is correct
Today
Fix the master key getting stuck in the animation state if you left click with key, as it derives from the keycard but has no swipe animation
Today
russian roulette; - updated prefab - updated textures wip
Today
Crystal AR store page wip
Today
Wood armor gloves placeholder skin viewer mesh
Today
Added wooden armor parts and crystal AR to the skin viewer
Today
merge from maintainables_fixes