160,642 Commits over 4,566 Days - 1.47cph!

16 Minutes Ago
merge from main
18 Minutes Ago
increase network range of groups (bc they can be far but still visibly moving)
22 Minutes Ago
compiler fixes
25 Minutes Ago
Merge from animal_renaming
35 Minutes Ago
code cleanup add to budgeted queue
36 Minutes Ago
Added proper LOD material and textures for damaged lighthouse lamp stages
37 Minutes Ago
Cut ghost now reflects the selected cut shape/area
38 Minutes Ago
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
45 Minutes Ago
Merge from main
46 Minutes Ago
Cleanup
Rin
46 Minutes Ago
Removed Blueprint Book spawn chance in PT boat - Sorry this was too good! Blueprint page remains
53 Minutes Ago
toggle laserjobs on by default
58 Minutes Ago
merge from main
1 Hour Ago
gulls transition to shaders later after takeoff more consistent seeding for randomness
1 Hour Ago
Bunch of LOD optims: - The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells - Camera and player positions are read once per frame instead of by every LOD member - Static LOD members cache their grid position - Mesh and renderer LODs skip their update while their distance stays between the same LOD distances Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
2 Hours Ago
Updated crow flock model with far lod
3 Hours Ago
Fix editor asset loading on case sensitive filesystems
3 Hours Ago
Migrate third-party packages to `EntityId` in preparation for Unity 6.7
3 Hours Ago
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
3 Hours Ago
Fixed remaining missed materials.
3 Hours Ago
Fix scarecrow NRE
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Codegen
4 Hours Ago
New CullWhenInside combined approach with jarryds and my original fixes joined together - Keep the work queue with its own budget - Bushes are only queued when foundations change
4 Hours Ago
Uzi 3p: fix stock deploy after weapon swap + stock swing on holster - player + world controllers fall back to the stock deploy if the stock flag arrives late - world stock deploy holds idle_stock instead of playing the swing - world animator keeps state on disable so holstering doesn't replay the swing
5 Hours Ago
merge from main stomp local CullWhenInside changes
5 Hours Ago
Refactor, more generic, reusable. Add additional experimental wall rules (wall->window, wall->wall frame, doorway->wall frame). Renovation saw now uses a context based radial menu, showing available renovation/cut options for target construction.
5 Hours Ago
Fixed the volumetric light beam clipping the camera when using the miner hat
5 Hours Ago
merge from saveload_eventschedule
5 Hours Ago
Formatting
5 Hours Ago
Saveload the hours remaining for event schedule events Fixes for example cargo ship being just about to spawn, server restarts and now you have to wait the full cooldown again
5 Hours Ago
merge from scrap_king_building_skin (lightened interior concrete)
6 Hours Ago
scrap king - concrete texture tweaks
6 Hours Ago
Fix PersistentObjectWorkQueues stalling in the editor with skip domain reload Add the attribute to some missing places
Rin
Today
merge from milkicons_fix
Today
removed unnecessary files
Today
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Today
Cherrypick 169400
Today
merge from viewmodel_skinning_update
Today
Merge from main
Today
Remove split shadow culling for now
Rin
Today
merge from pedalbikewheelfix
Rin
Today
merge from procgen_fix_monument_spacing
Rin
Today
merge from procgen_fix_canyon_tunnels
Today
Merge from main
Today
small games wooden table; - game textures - material updated
Rin
Today
merge from carvedpumpkin_lodfix
Rin
Today
merge from cinelightmeshfix
Rin
Today
merge from MeatBurnFix