160,914 Commits over 4,566 Days - 1.47cph!
Migrate to EntityIDs properly 6.7-style (⁶🤷⁷)
Add more serialisation attributes for Unity 6.7
Handle 64-bit entity IDs in terrain editor
Replace deprecated `AdvancedDropdownItem.children` with `.childList`
Removed "import blend shapes" from collider meshes for lighthouse lamp damage stages - collider import settings may need checking as this got autoenabled via those.
Replace DEVELOPMENT_BUILD → UNITY_ENABLE_CHECKS in iteration profiler.
FX PostIK tweak to facilitate very brief flashes.
FX improvements and fixes.
Replace renamed enum in TerrainTextureExporter
Fixed UI_Store formatting
cache transforms alongside flock registry to save extra time
add read/write to flock particle models
Hack 6.7 compatibility into Hot Reload (and leave comments about it)
1st pass of erosion improvements
- fixed various issues with erosion implementation and retuned to give better but similar results to previous
- new erosion splat map implementation based on soil removal, tuned per-biome
Use newer LoadFromBytes API for Harmony
merge from store_notif_fix
switch StartleFlocks away from Query.Server, use registry list since populations are low
Debug convar to reset the NEW notif
Replace deprecated DEVELOPMENT_BUILD with newer defines where possible
Tweaks to the seagull group sounds for take off and landing
Fixed store NEW notification when skins are released
Reduced the range of 62 lights in the caboose from 80 to 15 meters (they have a 1m range)
Saves aroud 0.1ms when close to outpost with the caboose switched on
S2P outpost
Upgrade Hot Reload to 1.13.25
Warhead Small Box - Added attachment-based conditional mesh visibility script (AttachmentPartVisibility.cs). Updated conditional meshes, updated prefab setup
Replace APIs obsolete in Unity 6.7
Fixed Linu32 SRCDS not starting up
Backport *some* uGUI 2.7 changes for Unity 6.7 compatibility
Add audio for demo export
Lighthouse - Set repairable and repaired lamp meshes to not cull
Fix halloweenhunt pumpkin artifacting
Consistent map movement at any zoom level
Add IFlattenKeepsDescendants to PropSway, HideIfAiming and MeshTerrainRoot
Fix stock on the world model sometimes being in the wrong state
Right stick can now activate the cursor
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Changed back to having the light shadow strength control the kernel scale
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