135,547 Commits over 4,293 Days - 1.32cph!

3 Days Ago
Merge from naval_update
3 Days Ago
merge from main
3 Days Ago
Removed inactive couch from ghostship, it was getting the way of the locked crate spawn.
3 Days Ago
merge from "paintball_gun_tests"
3 Days Ago
ran manifest, ran icon manifest, ran localization
3 Days Ago
box armour item, prefab, icon, matrix
3 Days Ago
box armor naming
3 Days Ago
subtractive merge (sorry about that)
3 Days Ago
merge from paintball gun test
3 Days Ago
merge from paintball gun tests
Rin
3 Days Ago
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3 Days Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
3 Days Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
3 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)
3 Days Ago
Merge from main
3 Days Ago
Move ConVars to terrain ConVars Add terrain renderer to WorldSetup Add terrain mesh culling toggle
3 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
4 Days Ago
Merge in error spam scene fix.
4 Days Ago
fix error spam in edit mode on island scenes
5 Days Ago
fixed SKS skinnable downloadable mesh filepaths
5 Days Ago
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
5 Days Ago
Deep sea ocean color tweaks.
5 Days Ago
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
5 Days Ago
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
5 Days Ago
Merge from discord_sdk_1.8
5 Days Ago
Update manifest again - RHIBDriver had import error locally?
5 Days Ago
Commit paintball gun code progress
5 Days Ago
Last compile fix, tm.
5 Days Ago
Another burst compile error
5 Days Ago
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
5 Days Ago
disabled off repair on frames
5 Days Ago
Fix burst compile error
5 Days Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
5 Days Ago
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
5 Days Ago
Start by updating the manifest
5 Days Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
5 Days Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
5 Days Ago
Fix native grid not having a non unique add method like the managed version.
5 Days Ago
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
5 Days Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
5 Days Ago
Deleted floating props from Floating City 4, ran S2P
5 Days Ago
Requests for what missions are valid on the server are now run on a work queue
5 Days Ago
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
5 Days Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
5 Days Ago
frame Y values on shutter again
5 Days Ago
painting reactive target IO handles, updated manifest
5 Days Ago
lightup frame correct IO placements
5 Days Ago
mortar blockout + mortar ammunition
5 Days Ago
scrapframe shutter V values
5 Days Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats