13,074 Commits over 2,376 Days - 0.23cph!
Removed more colliders from shadow proxies on leg_shared_geo
S2P all floating cities
Merge from floating_cities
Remove overlapping couch on Ghost ship 1 (not using remove_static_couch branch due to conflict)
Merge from boatplanner_worldmodel
Merge from artist_pack_dlc
Ensure InitLOD is called before GetBounds, prevents unit cube bounds
Fixed UpdateBuoys NRE in demos
NRE's caused by setting the demo time will no longer stop shots from working
Merge from Reserialize_Prefabs_2
Restore module_1200x1800_2way
Movable colliders on reactive target are now parented to regular colliders
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
Merge from artist_pack_dlc
Fixed reactive target collider not updating on the server
Reactive target gibs are simplified, gib meshes are no longer r/w
Reactive target fixes
Fixed ground watch floating in the air
Simplified placement sockets to 4 corners and middle, expanded all sockets
Fixed rotation axis
Lowered HLOD distance of floating cities 200 -> 100
Update ignore list to include new boxes
Merge from storage_adaptor_box_collisions
DeployVolume entity group lists now respect the entityMode field
Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check)
Converted entity list to a EntityGroup for easier management
Added a placeholder charm selector to the skin selector box in the crafting screen
Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
Convert AccessoryManager into a singleton scriptable object
Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab
Convert spawning processes into GameManager so we can use pooling
Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
Fixed NRE when disconnecting from a server while in the deep sea
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
Merge from UpdatedVisibleHolsteredItems_gc_fix
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
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)
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
Adjust floating city HLOD settings to prevent casino pop in
S2P all floating cities
Move SolarPanel.SunUpdate into a work queue (0.05ms budget)
Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Merge from door_alloc_fix
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Codegen so domain reload works