reporust_rebootcancel

139,249 Commits over 4,505 Days - 1.29cph!

Today
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
Today
Glass AR - removed unused materials, turned duplicate prefabs into prefab variants, added simpler worldmodel,
Today
New: DebugMTLock - a named lock guard that print an error on concurrent access - controlled by Unsafe.EnableDebugMTLock, disabled by default - codegen, unit tests Need it to help chase down unobvious thread races, like InvokeHandler Tests: ran unit tests
Today
merge from main
Today
Added third variant of randomised (large) room for train tunnels - abandoned waiting room
More UI changes Backdrop setup FIxed players eyes being black in the preview Eyes now follow you around as you orbit around the player
Today
merge from main
Today
merge from main
Today
updated large fireworks pack description to add white firework. Updated all fireworks icons to use lewis's new icons. Updated small and large fireworks pack steam store icons
Today
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
Better handling of clan score
Today
Optim: Jobs 4 - reduce server.ParallelNetworkQueueBatchSize to 16 by default 256 was waaay to high for the per-frame workload we get, it basically disabled parallelization Tests: none, trivial change
Today
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
Today
Fix: - old scientists not moving at multiple locations - animal stuck in charge stack around jungle trees - ais getting stuck - move without polyref log spam - scientist crouchwalk weird angle on stairs - slower old ais
Today
Merge from main
Today
Commit libraries
Today
Fix non-deterministic tests that only failed sometimes, remove extra long tests
Today
Bugfix: make card table saving MT-friendly Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time Tests: none, trivial change
Today
Merge from rendererlod_collapse_improvements
Today
Fix NRE when using a planner that is placing a collapsed renderer
Today
fixed empty procmap scene
Today
converted all jobs to batch by rows instead of pulling XY coordinates out of the flat array's index, fixed some other minor issues 4500 map erosion time down from 47s to 39s
Today
Bugfix: cache rocket ammo def to avoid get_gameObject calls in AttackHelicopterRockets Tests: spawned attack heli and geared it up - could see them in inventory
Today
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
Adjust conversation readout timings again
Initial setup of repairable helipad at bandit camp Buying air vehicles from the vendor is disabled until players contribute enough resources to repair the helipad. Works similar to constructing siege weapons Once repaired stays repaired for the wipe Placeholder art whilst helipad is under construction
Today
Merge: from main
Today
merge from ArrowRevamp :bow_and_arrow:
Today
Reapply reduced network range on arrow.prefab Testlist
Today
merge from main keep destination on some bow entities
Today
merge from 2026_worldmodels
Today
merge from medkit_sfx
Today
merge from locked_water_bucket_fix
Today
merge from store_image_descriptions_aug26
Today
merge from flamethrowerpilot
Today
merge from legacyfurnace_col_fix
Today
merge from chainlink_fence_fix
Today
merge from showusebind_settings_fix
Today
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
Today
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
Today
Coverage Queries Renderer Feature
Today
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
Today
Adjusting attachment positions for glass ak color variations
Today
Merge from main
Today
Updating attatchments positions for glass ak
Today
merge from main
Today
merge from woodarmor_skinnable
Today
Merge from main
Today
Merge from main
Today
merge from main