135,228 Commits over 4,293 Days - 1.31cph!

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