reporust_rebootcancel

158,915 Commits over 4,597 Days - 1.44cph!

24 Days Ago
added forklift variation added elevators
24 Days Ago
merge from main
24 Days Ago
merge from buildingpriv_vitals_optims
24 Days Ago
Renamed the invoke UpdateLighting -> UpdateRgbLighting, was confusing when looking at the profiler
24 Days Ago
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
24 Days Ago
Fix crazy DOF
24 Days Ago
Investigating tech tree voice comms related issues
24 Days Ago
Show the correct action set in Steam configurator, based on current activity/active set.
Rin
24 Days Ago
merge from Halloween_2026_update
24 Days Ago
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
24 Days Ago
Fixed an issue with command buffers being registered multiple times after the last warning fix
24 Days Ago
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Rin
24 Days Ago
merge from halloween2026DLC
Rin
24 Days Ago
Network ++ Enabled Halloween event Enabled scarecrow population Enabled halloween dungeons Update collectables to spooky versions Frankenstein table default craftable
24 Days Ago
Restore Occlusion Culling via Unity AsyncGPUReadback path for non-DX11 APIs
24 Days Ago
Update deploy tool to deploy alongisde the manifest locally too.
24 Days Ago
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24 Days Ago
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24 Days Ago
Made the DemoMovieExporter and the UGC sculpture preview work with RRP
24 Days Ago
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24 Days Ago
More RRP checks to avoid warnings from appearing when adding/removing command buffers from cameras
24 Days Ago
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24 Days Ago
Merge from render_pipeline_testing
24 Days Ago
Merge from main
24 Days Ago
Fixed some warnings coming from attempting to add/remove command buffers from cameras while RRP is active
24 Days Ago
Fix puzzle reset ignoreAboveGroundPlayers not working correctly since recent refactors
24 Days Ago
merge from puzzle_ignoreaboveground_fix
24 Days Ago
Reapplied new RenderGraph API to WaterRendererForwardPass and WaterRendererMaskPass after merge
24 Days Ago
Petting animation updates
24 Days Ago
Merge from main
24 Days Ago
Merge from render_pipeline_testing
24 Days Ago
Fix the render scene script
25 Days Ago
Disable generate textures for watermap
25 Days Ago
Little editor helper script for doing FX on thrown/moving items.
25 Days Ago
Finalized flare WM FX and lighting.
25 Days Ago
merge from softcore_tc_limit/map_icons -> main
25 Days Ago
Update test list
25 Days Ago
Fix test attribute
25 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
25 Days Ago
merge from occlusionculling_leak_fix
25 Days Ago
Fix pt boat rear turret viewmodel
25 Days Ago
cannon_test_fix -> main
25 Days Ago
Fix mountable tests not working with BaseMountedWeapon rewrite
25 Days Ago
merge from rain_optims
25 Days Ago
25 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
25 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
25 Days Ago
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25 Days Ago
Fix test that sometimes randomly fails in editor because server and client share one TOD_Sky