160,816 Commits over 4,566 Days - 1.47cph!
more tweaking for flock patterns
Don't allow monument placement where the terrain blend map will overlap river topology - prevents a rare issue where a monument spawns too close to a river and the water floats
scrap king - updated collider and gibs sounds
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
Add shield compatibility when stock is folded
code clean up, added server convar commands for forcing gull groups to startle, and to land
added prefab for Seagull Land Point
fixed birds sometimes flying through obstacles
S2P both oilrigs, both harbors
add seagull flock interest zones to coastal monument scenes
- both oilrigs
- both harbor variants
add hook-ins for flock interest & fleeing
- bird interest zones can be placed in monument scenes to attract flocks "active" monuments
- corpses attract crow flocks (low priority) for a short time
- timed explosives make bird flocks flee the area
move all "swarm" critter jobs to static classes marked with [BurstCompile]
merge from more_lod_optims
merge from main -> base_occlusion
Use a hashset for the combined mesh lookup from
169597, Contains was slow on big ass bases
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
Cherry Picked
169677 to fix an issue with contact shadows
Merge from render_pipeline_testing
merge from loadoutsui_delete_fix
Fixed loadouts UI deleting popup being uninteractible
Fix nightvision goggle sound restarting when gesturing
▇▋ █▄▆▆▉▇ ▌█▍ ▊▆▍▇▆▆▅▍ ▅▍▉
Fix mortar ammo indicator not updating
Use monster meshes for BRG
Change mac build to arm64-only
other swarm fixes
- crab and jellyfish jobs fixes
- crabs random colour tints are stronger, rare blue far more noticeable
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
add seagull groups to livestock scene
merge from lighthouse_deep_sea
Deep sea opening by any route now lights all lighthouses correctly (if not already)
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
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.
Raise the lighthouse particle/beam back to previous height
Fixed an issue where the deploy guide renderer would bind a null depth render texture handle when needDepth was false, causing a warning log
feedback fixes for the jobs (ty Graham)
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
Fixed collider in beacon repairable to not block ladder. Ran S2P.
exported updated 3p uzi anims
Fixed opening a double door rebuilding the batched walls around it, the door frame now stays batched while the door swings
Regression from
169567