135,428 Commits over 4,293 Days - 1.31cph!

Yesterday
changes on crickets ambience values and storm ambience audio volume
Yesterday
main -> boatai_balance_changes
Yesterday
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
Yesterday
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Yesterday
travelling_vendor_vis_fix -> main
Yesterday
meds box folder struct b
Yesterday
meds box folder struct a
Yesterday
Fixed deep sea exit buoys being visible from the main land and the other way around
Yesterday
merge from naval_update
Yesterday
Added sliders for shadow quality preset attributes and a Cascades enum for the numCascades field
Yesterday
Setup AI sleeping on islands, not working, still figuring out why
Yesterday
Component DLC Ammo Box - Added initial prefab setup, placeholder meshes and files
Yesterday
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
Yesterday
ran manifest and localization
Yesterday
food box corpse added, model updates, prefab updates
Yesterday
food box prefab updates
Yesterday
exported a version of w paintball gun rig without wee little ballz
Yesterday
Merge from main
Yesterday
merge from sks_skinviewer
Yesterday
Merge from /tropicalocean/ Deep Sea ocean iteration, and post tweaks.
Yesterday
Compile fix
Yesterday
Lighting transition.
Yesterday
Clean: reclaim occludees name Tests: compiles
Yesterday
Fixed the issue with photo frames having the photo rendering on the frame
Yesterday
merge from main
Yesterday
merge from vending_cluster_pool_leak_fix
Yesterday
merge from sks_skinviewer
Yesterday
Set up preliminary stone component box prefabs (WIP), added LODs, deleted obsolete blockout mesh, ran manifest
Yesterday
Fix vending machine pool leak Vending machine map marker clusters were leaking a bunch of data every time you open the map
Yesterday
Added SKS to the skin viewer
Yesterday
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
Yesterday
Merge from naval_update
Yesterday
merge from main
2 Days Ago
Removed inactive couch from ghostship, it was getting the way of the locked crate spawn.
2 Days Ago
merge from "paintball_gun_tests"
2 Days Ago
ran manifest, ran icon manifest, ran localization
2 Days Ago
box armour item, prefab, icon, matrix
2 Days Ago
box armor naming
2 Days Ago
subtractive merge (sorry about that)
2 Days Ago
merge from paintball gun test
2 Days Ago
merge from paintball gun tests
Rin
2 Days Ago
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2 Days Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
2 Days Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
2 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)
2 Days Ago
Merge from main
2 Days Ago
Move ConVars to terrain ConVars Add terrain renderer to WorldSetup Add terrain mesh culling toggle
2 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
3 Days Ago
Merge in error spam scene fix.
3 Days Ago
fix error spam in edit mode on island scenes