160,938 Commits over 4,566 Days - 1.47cph!

10 Minutes Ago
Final FX fixes.
11 Minutes Ago
Use Unity APIs for assembly loading
16 Minutes Ago
switch population for seagull groups to ConvarControlledSpawnPointPopulation, add population to procgen registers
18 Minutes Ago
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
21 Minutes Ago
Various fixes & iterations
24 Minutes Ago
exported updated seagull takeoff and land anims
25 Minutes Ago
Quick craft focusable/usable in dpad navigation mode
26 Minutes Ago
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30 Minutes Ago
Merge from main
43 Minutes Ago
decouple seagull groups from Critters scripts, and remove the NavMeshAgent since they dont use it anyways
49 Minutes Ago
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58 Minutes Ago
Gamepad UI useDragThreshold fix
1 Hour Ago
Capture Workshop Camera Position - Fixed UNITY_EDITOR wrap in Skinnable.cs
1 Hour Ago
Don't try to detect generated meshes in indirect instancing because negative EntityIds aren't a thing anymore
1 Hour Ago
medium underground train station update
1 Hour Ago
Iterating
1 Hour Ago
Replace deprecated BinaryFormatter with BinaryReader/Writer in WhatUsesThis
1 Hour Ago
Horse canter control tweaks
1 Hour Ago
merge from bird_critters
1 Hour Ago
pick seeded spots for gull group positions from a spiral layout, to prevent some birds choosing the same spots gulls also cede way to other's paths, so they hopefully dont walk through each other (with math, no navmesh or physics) + minor performance improvement for audio tracking birds
1 Hour Ago
Modified procgen world setup to move `Caves` above `Power Line Layout` to prevent floating powerlines over caves. Cave terrain blend was lowering terrain under already placed powerlines. This was previously fixed in cs82195 but later stomped in cs84963
1 Hour Ago
Remove conflicting (and no longer needed) `FormerlySerializedAs` attribute
1 Hour Ago
Merge from rust_reboot/main/lighthouse_deep_sea/
1 Hour Ago
Use new Unity APIs for GetAssemblies()
2 Hours Ago
Migrate to EntityIDs properly 6.7-style (⁶🤷⁷)
2 Hours Ago
Add more serialisation attributes for Unity 6.7
2 Hours Ago
Weapon addon points.
2 Hours Ago
Handle 64-bit entity IDs in terrain editor
2 Hours Ago
Replace deprecated `AdvancedDropdownItem.children` with `.childList`
2 Hours Ago
Removed "import blend shapes" from collider meshes for lighthouse lamp damage stages - collider import settings may need checking as this got autoenabled via those.
2 Hours Ago
Replace DEVELOPMENT_BUILD → UNITY_ENABLE_CHECKS in iteration profiler.
2 Hours Ago
codegen
2 Hours Ago
FX PostIK tweak to facilitate very brief flashes.
2 Hours Ago
FX improvements and fixes.
2 Hours Ago
Replace renamed enum in TerrainTextureExporter
2 Hours Ago
Fixed UI_Store formatting
2 Hours Ago
cache transforms alongside flock registry to save extra time add read/write to flock particle models
2 Hours Ago
Hack 6.7 compatibility into Hot Reload (and leave comments about it)
2 Hours Ago
1st pass of erosion improvements - fixed various issues with erosion implementation and retuned to give better but similar results to previous - new erosion splat map implementation based on soil removal, tuned per-biome
3 Hours Ago
Use newer LoadFromBytes API for Harmony
3 Hours Ago
merge from store_notif_fix
3 Hours Ago
switch StartleFlocks away from Query.Server, use registry list since populations are low
3 Hours Ago
Debug convar to reset the NEW notif
3 Hours Ago
Replace deprecated DEVELOPMENT_BUILD with newer defines where possible
3 Hours Ago
tattoo chair blockout
3 Hours Ago
Tweaks to the seagull group sounds for take off and landing
3 Hours Ago
Fixed store NEW notification when skins are released
3 Hours Ago
Reduced the range of 62 lights in the caboose from 80 to 15 meters (they have a 1m range) Saves aroud 0.1ms when close to outpost with the caboose switched on S2P outpost
3 Hours Ago
Upgrade Hot Reload to 1.13.25
3 Hours Ago
Warhead Small Box - Added attachment-based conditional mesh visibility script (AttachmentPartVisibility.cs). Updated conditional meshes, updated prefab setup