160,789 Commits over 4,566 Days - 1.47cph!

16 Minutes Ago
Change mac build to arm64-only
21 Minutes Ago
merge from swarm_fixes
23 Minutes Ago
other swarm fixes - crab and jellyfish jobs fixes - crabs random colour tints are stronger, rare blue far more noticeable
34 Minutes 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
42 Minutes Ago
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43 Minutes Ago
FX stuff
53 Minutes Ago
Merge from /main
53 Minutes Ago
add seagull groups to livestock scene
57 Minutes Ago
merge from bird_critters
1 Hour Ago
merge from lighthouse_deep_sea
1 Hour Ago
s2p lighthouse
1 Hour Ago
Deep sea opening by any route now lights all lighthouses correctly (if not already)
1 Hour 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
1 Hour 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.
1 Hour Ago
Raise the lighthouse particle/beam back to previous height
1 Hour 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
2 Hours Ago
feedback fixes for the jobs (ty Graham)
3 Hours Ago
Merge from main
3 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
3 Hours Ago
crow flock audio tweaks
3 Hours Ago
Fixed collider in beacon repairable to not block ladder. Ran S2P.
3 Hours Ago
exported updated 3p uzi anims
4 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
4 Hours Ago
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4 Hours Ago
Prepare scripts for Unity 6.7 (without actually switching to 6.7 just yet)
4 Hours Ago
Added the Uzi into the scene and adjusted rotation
4 Hours Ago
merge from more_lod_optims
5 Hours Ago
custom spine offset added
5 Hours Ago
set objects to world layer
5 Hours Ago
Fixed the draw order for transparent objects drawn via the view model camera
5 Hours Ago
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
6 Hours Ago
Gamepad icon for the gamepad section in the settings
6 Hours Ago
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
Today
more_lod_optims -> main
Today
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
Today
Merge from main
Today
Fix ice sculpture shader error
Today
Merge from main
Today
merge from bird_critters 🐦‍⬛
Today
merge from save290 - Staging wipe!
Today
Network ++ Save ++ Persistance ++
Today
Fix crowflock error, remove debug cube, manifest
Today
adding lots of props for underground medium train station
Today
merge from main
Today
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Today
Disable storagecontainer.canrequireauthifnolock in softcore
Today
Merge from boat_scientist_fix
Today
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)