reporust_rebootcancel

133,765 Commits over 4,293 Days - 1.30cph!

2 Days Ago
merge from vending_cluster_pool_leak_fix
2 Days Ago
merge from sks_skinviewer
2 Days Ago
Set up preliminary stone component box prefabs (WIP), added LODs, deleted obsolete blockout mesh, ran manifest
2 Days Ago
Fix vending machine pool leak Vending machine map marker clusters were leaking a bunch of data every time you open the map
2 Days Ago
Added SKS to the skin viewer
2 Days 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
2 Days Ago
Merge from naval_update
2 Days Ago
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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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
3 Days Ago
Merge in error spam scene fix.
4 Days Ago
fix error spam in edit mode on island scenes
4 Days Ago
fixed SKS skinnable downloadable mesh filepaths
4 Days Ago
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
4 Days Ago
Deep sea ocean color tweaks.
4 Days Ago
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
4 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
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