159,948 Commits over 4,566 Days - 1.46cph!

24 Minutes Ago
merge from vcc
25 Minutes Ago
Merge from main
1 Hour Ago
Fix for SSAOComputePass error spam when switching scenes
1 Hour Ago
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
1 Hour Ago
merge from main
1 Hour Ago
Fixed oak_e always dropping apples when harvesting. Created a tool to visualise where tree additions are on trees to make placing them much easier. Adjusted the apple positions on both oak_d and oak_e. Removed the loot refreshes on natural beehives, apple trees and coconut trees.
1 Hour Ago
merge from fix_demoui2_pfx
1 Hour Ago
WIP work on randomised room A (cctv)
1 Hour Ago
Fix fov/post effects no longer working in demoui2 after switching to RRP. Comment out demo controls for bloom/lensdirt/light shafts, for now.
1 Hour Ago
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1 Hour Ago
merge from main
2 Hours Ago
Merge: from unity_6000.3.26f1 - Update: upgraded unity engine to 6000.3.26f1 Tests: opened project, used standalone client to connect to standalone server with procgen map
2 Hours Ago
Merge: from main
2 Hours Ago
Merge: from pool_leak_tracking - Update: pool.debug_mem_start/_stop to help track down leaks/spills Tests: ran unit tests
2 Hours Ago
Update(tests): add unit tests for debug_mem_start/stop - also fixed invalid counter tracking for double-free cases Tests: ran unit tests
2 Hours Ago
exported new jog anims
2 Hours Ago
first pass on reactive BirdFlocks - fly around in swarms with code similar to crabs and jellyfish - avoid obstacles and players - boid movement patterns - slightly more realistic flapping, with less flapping when angling down and more when climbing
3 Hours Ago
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3 Hours Ago
fix for fire anim freezing
3 Hours Ago
Added new sounds to both seagull and crow flocks
3 Hours Ago
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
3 Hours Ago
Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
3 Hours Ago
Add support for the right-side icons on the map screen. Pressing dpad left/right shifts focus. Added glyphs. Added missing tooltips for some of the existing icons so they show correctly when navigating. Misc fixes
4 Hours Ago
Merge from render_pipeline_testing
4 Hours Ago
Cherry Pick (168771) - Floating point issue with aniso highlights
4 Hours Ago
merge from main
5 Hours Ago
UZI AO Fix
5 Hours Ago
Merge from mixingcooking_ui
5 Hours Ago
Merge from main
5 Hours Ago
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5 Hours Ago
Bunch of fixes
6 Hours Ago
Updated M1 Garand blockout to match real world dimensions
6 Hours Ago
merge from ramp_deploy_fix
6 Hours Ago
Fixed triangle foundation deployable on top of brutalist ramps
6 Hours Ago
Added FN FAL mesh blockout
Today
Added M1 Garand blockout mesh
Today
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merge from viewmodel_skinning_update
- Cleanup - Fixes stopping treating base player npcs like humans
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Today
Hemp colourblind variants.
Today
merge from stoneframe_colliders_fix
Today
merge from skinviewer_bg_fix
Today
merge from ramp_deploy_fix
Today
merge from buildingblock_overhangs_fix
Today
merge from parentedwires_fix
Today
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
Ensure global map markers skip the LOD system
Today
merge from skull_trophy_fixes
Today
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants