158,749 Commits over 4,566 Days - 1.45cph!

Yesterday
merge from automated_testing
Yesterday
Building privilege notices client tests
Yesterday
added forklift variation added elevators
Yesterday
merge from main
Yesterday
merge from buildingpriv_vitals_optims
Yesterday
Renamed the invoke UpdateLighting -> UpdateRgbLighting, was confusing when looking at the profiler
Yesterday
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
Yesterday
Fix crazy DOF
Yesterday
Investigating tech tree voice comms related issues
Yesterday
Show the correct action set in Steam configurator, based on current activity/active set.
Rin
Yesterday
merge from Halloween_2026_update
Yesterday
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
Yesterday
Fixed an issue with command buffers being registered multiple times after the last warning fix
Yesterday
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Rin
Yesterday
merge from halloween2026DLC
Rin
Yesterday
Network ++ Enabled Halloween event Enabled scarecrow population Enabled halloween dungeons Update collectables to spooky versions Frankenstein table default craftable
Yesterday
Restore Occlusion Culling via Unity AsyncGPUReadback path for non-DX11 APIs
Yesterday
Update deploy tool to deploy alongisde the manifest locally too.
Yesterday
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Yesterday
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Yesterday
Made the DemoMovieExporter and the UGC sculpture preview work with RRP
Yesterday
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2 Days Ago
More RRP checks to avoid warnings from appearing when adding/removing command buffers from cameras
2 Days Ago
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2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Merge from main
2 Days Ago
Fixed some warnings coming from attempting to add/remove command buffers from cameras while RRP is active
2 Days Ago
Fix puzzle reset ignoreAboveGroundPlayers not working correctly since recent refactors
2 Days Ago
merge from puzzle_ignoreaboveground_fix
2 Days Ago
Reapplied new RenderGraph API to WaterRendererForwardPass and WaterRendererMaskPass after merge
2 Days Ago
Petting animation updates
2 Days Ago
Merge from main
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Fix the render scene script
2 Days Ago
Disable generate textures for watermap
2 Days Ago
Little editor helper script for doing FX on thrown/moving items.
2 Days Ago
Finalized flare WM FX and lighting.
2 Days Ago
merge from softcore_tc_limit/map_icons -> main
2 Days Ago
Update test list
2 Days Ago
Fix test attribute
2 Days Ago
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
2 Days Ago
merge from occlusionculling_leak_fix
2 Days Ago
Fix pt boat rear turret viewmodel
2 Days Ago
cannon_test_fix -> main
2 Days Ago
Fix mountable tests not working with BaseMountedWeapon rewrite
2 Days Ago
merge from rain_optims
2 Days Ago
2 Days Ago
Move the shared AI test prefab paths from AITestFixture into a new AITestUtils so client tests use them instead of keeping their own copies
2 Days Ago
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