160,667 Commits over 4,566 Days - 1.47cph!

31 Minutes Ago
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35 Minutes Ago
Fix after merge
44 Minutes Ago
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
58 Minutes Ago
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
60 Minutes Ago
merge from main -> ugc_censor_option
1 Hour Ago
update from main
1 Hour Ago
merge from main -> batch_all_packets
1 Hour Ago
Cut offset distance customisation.
1 Hour Ago
Add a saw model prefab. Bunch of fixes/improvements
1 Hour Ago
Tiny polishy fixes to lamphouse light damage stages
1 Hour Ago
Ensure rad water sprinklers turn on the right color initially
2 Hours Ago
exported wip 3p uzi animations
2 Hours Ago
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2 Hours Ago
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2 Hours Ago
Floor rules
3 Hours Ago
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
3 Hours Ago
More track/glow fixes/improvements
3 Hours Ago
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
3 Hours Ago
Timing improvements. Snappier action. Fixed some render order issues. Fixed some track issues.
3 Hours Ago
merge from scrap king building skin
3 Hours Ago
scrap king interior wall changed to rusty corrugated, updated the sitem description
3 Hours Ago
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
3 Hours Ago
Added support for seagull group flying sounds and seagull disperse sounds
3 Hours Ago
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights They will still become dynamic when parented as usual, but now they can be static when not DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
3 Hours Ago
Add a proper motion vector pass to the deploy guide
3 Hours Ago
merge from main
3 Hours Ago
increase network range of groups (bc they can be far but still visibly moving)
3 Hours Ago
compiler fixes
3 Hours Ago
Merge from animal_renaming
4 Hours Ago
code cleanup add to budgeted queue
4 Hours Ago
Added proper LOD material and textures for damaged lighthouse lamp stages
4 Hours Ago
Cut ghost now reflects the selected cut shape/area
4 Hours Ago
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
4 Hours Ago
Merge from main
4 Hours Ago
Cleanup
Rin
4 Hours Ago
Removed Blueprint Book spawn chance in PT boat - Sorry this was too good! Blueprint page remains
4 Hours Ago
toggle laserjobs on by default
4 Hours Ago
merge from main
4 Hours Ago
gulls transition to shaders later after takeoff more consistent seeding for randomness
5 Hours Ago
Bunch of LOD optims: - The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells - Camera and player positions are read once per frame instead of by every LOD member - Static LOD members cache their grid position - Mesh and renderer LODs skip their update while their distance stays between the same LOD distances Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
6 Hours Ago
Updated crow flock model with far lod
6 Hours Ago
Fix editor asset loading on case sensitive filesystems
6 Hours Ago
Migrate third-party packages to `EntityId` in preparation for Unity 6.7
6 Hours Ago
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
Today
Fixed remaining missed materials.
Today
Fix scarecrow NRE
Today
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Today
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Today
Codegen
Today
New CullWhenInside combined approach with jarryds and my original fixes joined together - Keep the work queue with its own budget - Bushes are only queued when foundations change