158,645 Commits over 4,566 Days - 1.45cph!
merge from buildingpriv_vitals_optims
Renamed the invoke UpdateLighting -> UpdateRgbLighting, was confusing when looking at the profiler
RgbEffects no longer looks up building privilege when no SteelSeries or Razer device is connected
Its now also using the ignorePosition cache lookup, so it no longer fires 10 times a second while moving
Investigating tech tree voice comms related issues
Show the correct action set in Steam configurator, based on current activity/active set.
merge from Halloween_2026_update
Fixed vitals calling GetBuildingPrivilege ~24 times a second when walking around in a base
Added an ignorePosition param for Privilege.IsCacheValid, now used by the client vitals
Was taking up the 6.5ms a frame in a big base, now back to one call per second
Fixed an issue with command buffers being registered multiple times after the last warning fix
▆ ▅█▉▋█ ▄▋▄▋▆▍▌ ▆▉ ▅▊█ ▋▍▍
merge from halloween2026DLC
Network ++
Enabled Halloween event
Enabled scarecrow population
Enabled halloween dungeons
Update collectables to spooky versions
Frankenstein table default craftable
Restore Occlusion Culling via Unity AsyncGPUReadback path for non-DX11 APIs
Update deploy tool to deploy alongisde the manifest locally too.
▋ ▇▉▉ ▉▇▍▅ ▆█▊▆▉▋ ▊▌▍▇█▋▋▌ ▉▄▅▌▅▊▊█
Made the DemoMovieExporter and the UGC sculpture preview work with RRP
▄▇ ▊▄▇▆▌▊▇▌█▌ ▊▅▋█▍▍▇▄▌▄▇▊█▇▅▆▋▌▆▍▋▄▆█▊▆▄▍▄ ▌▍▍▇▉▅█▍ █▄▆██▇▍▍▄▉▄▄▉▌ █▉▉▄▊▌▇▌ ▊▍▇ ▍▍▅█▆▍▅▋ ▇▇ ▋▍█▇▋▆█▉▋▄▌▉▍█▇▋▉▉▉▊▉▇▇▅█▇▌█
More RRP checks to avoid warnings from appearing when adding/removing command buffers from cameras
▍ ▆▅▋ ▋▇▇▉█▅▅▇ ▊▅▅█▋ ▆▄██ ▇▆▌ ▋█▍ ▉▉▅▉▇█▌█ ▇▌▉▌▊▆██▉▄▆▌▋▆ ▄█▊▊▊▋▊▍ ▆▄▆█▋▄▆▊ ▌▌ ▌▊▌▊ ▆▇ ▇▆▍▌▋ ▌█▊▆▆ █▊▌▊▌▅▌ ▇▉ ▉▉▆██▆▌▅█ ▍▄██▆▆▆█ ▌▌▆█▉▊▅█ ▊▉▋▅▄▋▌█ ▄▊ ▋▄▋▉▉▌▊ ▄▊▅▌▍█▊▇▇ ▇▍▅▅▍ ▍▅ ▍▋▋▅▄▇▆▅▄█ ▊█▆▊
Merge from render_pipeline_testing
Fixed some warnings coming from attempting to add/remove command buffers from cameras while RRP is active
Fix puzzle reset ignoreAboveGroundPlayers not working correctly since recent refactors
merge from puzzle_ignoreaboveground_fix
Reapplied new RenderGraph API to WaterRendererForwardPass and WaterRendererMaskPass after merge
Petting animation updates
Merge from render_pipeline_testing
Fix the render scene script
Disable generate textures for watermap
Little editor helper script for doing FX on thrown/moving items.
Finalized flare WM FX and lighting.
merge from softcore_tc_limit/map_icons -> main
Stop LOD components registering with occlusion culling while its off
Occlusion culling never runs under RRP, but moving LODs still pushed their bounds every frame into a list that never got cleared
Was ~0.5ms a frame on dynamic occludee for nothing too on average
merge from occlusionculling_leak_fix
Fix pt boat rear turret viewmodel
Fix mountable tests not working with BaseMountedWeapon rewrite
Move the shared AI test prefab paths from AITestFixture into a new AITestUtils so client tests use them instead of keeping their own copies
Optimized rain particles
- rain patches now use a closest hit sphere cast instead of GamePhysics.Trace, it collected every colliders down a 1km column to keep only the top one
- a patch only casts again when it moves
- coming back from an alt tab doesnt fire 64 casts in the same frame
- fixed rain falling under some roofs
Editor profiling raining at missile silo, average per frame:
0.42ms -> 0.06ms standing, 0.11ms running, 0.14ms at 20m/s
Applies to snow too
Fix test that sometimes randomly fails in editor because server and client share one TOD_Sky
Fixed the niche FX 6 point shader to use the new pipeline's forward+ light buffer.
Fixes some smoke lighting issues.
Rework how outdoor herd sized are measured to make the 9 max herd cap more robust, instead of each cow checking only their neighboors, each neighboor checks their neighboors recursively
Stretched herds no longer then allow the cap to be bypassed
Perf is same, because then the other cows don't need to run their own queries, so the same total amount of queries are run
Wild cows are skipped as they can't reproduce so don't need to know about their herd size