161,322 Commits over 4,597 Days - 1.46cph!
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
Fixed UI_DevListBase nre when opening the items tab mid loading
Fix stashes not decaying.
Convar the duration while I'm at it.
Fixed ItemPickupNotice NRE
Added a gametip explaining how to flip stairs when deploying U or L stairs
Adjusted Uzi repair cost. Removed need for metal fragments.
Add some resources to seagull corpses
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Persist the UID water mark across server restarts, eliminating the risk of ever reusing a net id of a killed entity
underground train station dressing update
merge from hopper_backpack_fix
merge from industrial_precheck_fix
merge from deepsea_crash_fix
merge from new_phone_conversations
Cherrypick CS
170189 (set chainlink & prison gate cell as see through for base occlusion)
Fixed ExplosionsOverlay never properly resetting
Fixed viewmodel shake not being applied properly
merge from base_occlusion/prison_gate -> base_occlusion
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Reserialize prison gate cell prefabs
Remove split culling for now
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset
Going into a mode and back out should no longer write anything to the disk at all if no changes were made