197,462 Commits over 4,110 Days - 2.00cph!
fixed abyss skin item def being null (wrong reference name)
Fixed store overlay cart button styling when the pack is owned
rebake CraggyIsland water and height maps - resolves "water holes"
Store overlay pages auto cycling
merge from autoturret_optim (fixes)
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
merge from FrontierGate_Token
merge from store-june-2025
"View in inventory" button leads to the new item after opening a crate
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc
Think all server-side logic has been ammended
Tests: builds in editor C+S
Added navigation url support to steam inventory
Update: AutoTurret.nextAmmoCheckTime -> double
Tests: builds in editor C+S
Update: AutoTurret.nextForcedAimTime -> double
Tests: builds in editor C+S
added workshop source locker that has shelves and doors
Reduced flickering from dropped flares
Completely remove flickering if limit flashing option is enabled
Remove temp testing walkways
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
Possibly fixed simple floating platforms flipping
Fixed SimpleFloatingEntity running logic if no players are nearby
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy)
Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
Fix some collision meshes not being R/W
Fixed NREs when opening crate in steam inventory
Switch to loading/unloading scenes async so we can always do it additive
Fixes to get almost in game
WIP using scenes to speed up asset warmup
Arctic value compensation for new haze falloff curve.
TMP soft mask shader added to always included shaders
Cloud depth and brightness enhancements on clear.
Added takeover system for steam inventory items
Fix attempt for the missing photoseizure warning text on bootstrap in builds
merge from indirect_instancing
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now.
- Started extending BufferList to work with Span<T>
- Added ArrayPoolBufferList as an experiment
Subtract
124593 - dont need it
scrap_heli_gibs_fix -> main
Make the base mesh readable and try that
Temperate twilight adjusted for new haze falloff.