136,128 Commits over 4,293 Days - 1.32cph!

10 Days Ago
changes on crickets ambience values and storm ambience audio volume
10 Days Ago
main -> boatai_balance_changes
10 Days Ago
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
10 Days Ago
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10 Days Ago
travelling_vendor_vis_fix -> main
10 Days Ago
meds box folder struct b
10 Days Ago
meds box folder struct a
10 Days Ago
Fixed deep sea exit buoys being visible from the main land and the other way around
10 Days Ago
merge from naval_update
10 Days Ago
Added sliders for shadow quality preset attributes and a Cascades enum for the numCascades field
10 Days Ago
Setup AI sleeping on islands, not working, still figuring out why
10 Days Ago
Component DLC Ammo Box - Added initial prefab setup, placeholder meshes and files
10 Days Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
10 Days Ago
ran manifest and localization
10 Days Ago
food box corpse added, model updates, prefab updates
10 Days Ago
food box prefab updates
10 Days Ago
exported a version of w paintball gun rig without wee little ballz
10 Days Ago
Merge from main
10 Days Ago
merge from sks_skinviewer
10 Days Ago
Merge from /tropicalocean/ Deep Sea ocean iteration, and post tweaks.
10 Days Ago
Compile fix
10 Days Ago
Lighting transition.
10 Days Ago
Clean: reclaim occludees name Tests: compiles
10 Days Ago
Fixed the issue with photo frames having the photo rendering on the frame
10 Days Ago
merge from main
10 Days Ago
merge from vending_cluster_pool_leak_fix
10 Days Ago
merge from sks_skinviewer
10 Days Ago
Set up preliminary stone component box prefabs (WIP), added LODs, deleted obsolete blockout mesh, ran manifest
10 Days Ago
Fix vending machine pool leak Vending machine map marker clusters were leaking a bunch of data every time you open the map
10 Days Ago
Added SKS to the skin viewer
10 Days Ago
Bugfix: OcclusionGroups - make subscribers leave occlusion group once player leaves it - add similar logic to subscribing to a cell This fixes the new unit test, but trips up the old (though I feel the asserts there might be wrong, need to double check). Will validate, but likely will rewrite new logic to be simpler. Tests: unit tests
10 Days Ago
Merge from naval_update
10 Days Ago
merge from main
10 Days Ago
Removed inactive couch from ghostship, it was getting the way of the locked crate spawn.
10 Days Ago
merge from "paintball_gun_tests"
10 Days Ago
ran manifest, ran icon manifest, ran localization
10 Days Ago
box armour item, prefab, icon, matrix
10 Days Ago
box armor naming
10 Days Ago
subtractive merge (sorry about that)
10 Days Ago
merge from paintball gun test
10 Days Ago
merge from paintball gun tests
Rin
10 Days Ago
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10 Days Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
10 Days Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
10 Days Ago
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
10 Days Ago
Merge from main
10 Days Ago
Move ConVars to terrain ConVars Add terrain renderer to WorldSetup Add terrain mesh culling toggle
10 Days Ago
Merge from main Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in 129608 (29/08/2025) Auto merge PlayerModel.cs conflict
11 Days Ago
Merge in error spam scene fix.
11 Days Ago
fix error spam in edit mode on island scenes