161,346 Commits over 4,597 Days - 1.46cph!
Updating branch; merge from main
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up.
Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
merge from stencil_changes
expanded tattoo ink colours
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
Merge from indirect_instancing/stable
Procedural caves 7 - removes the old cave monument prefabs
Procedural caves 6 - cave well prefabs from procedural_caves
Procedural caves 5 - cave_entrance_c prefab in bundled caves
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
Procedural caves 4 - procedural entrance a scene and prefab
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
Procedural caves 4 - procedural entrance b scene and prefab
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
- Removed the old binocular overlay material and shader
- Removed the amplify occlusion scripts
- Removed missing scripts from various prefabs and scenes
merge from /brutalist/stagingpartvisibility
Fixed the 14 different explosion master prefabs to work with the updated screen shake.
Adjusted timings on med_mushroom flowmap for smoother playback.
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
Updated M79 Grenade Launcher Textures
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
Cherry-pick BRG shadows into 6.7 (Experimental)
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.
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- Add an f8 widget to show some net info whilst playing
- Minor graph UI updates
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Render shadows via BRG (Experimental)
Merge from unity_6.7.0 + indirect_instancing
Add game tip when equipping Uzi if fire mode button is unset
NPC phone conversations moved to top of phone directory
Snake fixes inlcuding layer change and collision.
Snakes no longer radgoll horses.
Snakes take explosion damage correctly.
Shrank blend map to be closer to monument radius and softened blur. Bumped radius up slightly to 115m to improve terrain anchor generation. Re-generated terrain anchors with new blend-based component. S2P. Tested in procmap.
Earlier commit removed compatibility for variable scope mod. Variable scope still blacklisted, 8x scope also blacklisted for real this time.
Added Updated 40mm Grenade World Models, Textures and Materials for 40mm HE, Smoke and Buckshot
Created Basic Prefabs for 40mm Grenades
Added 40mm Grenade Fired Variation for 40mm HE, Smoke and Buckshot
Replace BeginInvoke/EndInvoke with Tasks for CoreCLR compatibility
Fixed windmill hammer highlight scale
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- Removed unused RenderPipelineSwitchNode and RenderPipelineCondition scripts
- Removed RustRenderPipeline.IsActive branches
- Removed LightingOverride as nothing uses it anymore; lighting overrides are now part of the CameraSettings on the RRP Camera component
- Removed dead callbacks to Camera.onPreRender and removed OnPreCull and OnPostRender methods, as these are BiRP only
Don't try to set GC mode when using CoreCLR
Disable Discord in CoreCLR builds (needs fixing)
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it