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135,288 Commits over 4,444 Days - 1.27cph!

Today
Fix BuildActionResult NREs hopefully
Today
Lighting on its own dedicated culling volumes instead of with furniture.
Today
Fixed missing door in Rentable Shop B when it's not rented
Halloween Costume setup
Today
Founders Door - fixed guide mesh
Today
Fixed incorrect ejecting position for small apartment (basements) https://files.facepunch.com/raul/1b2911b1/Unity_4oJfm1v308.mp4
Today
over-fitting basement terrain volumes
Today
Lighting cullers progress.
Merge from /main to /halloween_costume_2026
Today
Culling tests.
Today
Styling fixes for search/scrub/filtering
Today
Disabled breast censorship cube on roundabout chair and swing seats
Today
Merge: from renderbatch_meshlod_improv - Optim: allow culling to work on MeshLods if they have invalid RenderBatch setups - Optim: Avoid creating batches-of-1-mesh, as that inhibits Unity batching Tests: ran around apartment complex, didn't see rendering artifacts. compared standalone builds, shows 20% fps improvement on my setup
Today
Migrating main building commons lighting into its own culler system, part 1 (WIP)
Today
merge from shopfront_stringpool_warning_fix
Today
Fix stringpool warning spam when hitting metal shopfront Fix interaction collider incorrect physics material
Today
Add scrub slider similar to the one in frame debugger
Today
Cleaned up cooking tests: ore smelting tests only use oven that can smelt ore, same for cooking tests etc Test list
Today
skip automatic preview diffing when there are more than hundreds of textures to diff, it's super slow
Today
tweaked storage_barrel_b deploy volume very slightly so it fits in to half and double shelves
Today
Fix roundabout and swings not immortal + marking players as hostile Fix the rotation not being initialized correctly on the client
Today
Fixed apartment door numbers
Today
Fix frame debugger capturing empty data and not capturing previews when there are a lot of events
Today
Recovered layer settings in large apartment. Fixed door lighting issue.
Today
supermarket freezer lods
Today
fix trailing comma
Today
Clean: add a comment Tests: none, trivial change
- Basic setup for shot force controls - Prevent moving mouse up and down from moving the underlying mountable
Today
rebuilt skins
Today
removed glowing sprays
Today
added edited sprays
Today
Optim: permit MeshLods to use occlusion culling if it has an invalid RendererBatch Taken from 156029. Saves 30% of drawcalls in all 5 test cases, 20% of avg fps improvement in editor(will test standalone later) Tests: profiled 5 test cases, flew around keeping an eye out on weird rendering
Today
Hook up FXAA to UI settings
auto close the pool table dialog if you die
Today
Unjitter camera matrix when jittering isn't needed anymore
Today
Actually apply jittered projection matrix to camera
Today
supermarket freezer material work texture update with new uvs and added blinking emission to simulate old halogen bulbs
Today
Founders Door - fixed skin not spawning correctly
Today
Optim: don't create procedural batch meshes if they only contain one input mesh This inhibits unity's batching via instancing. In 2 out of 5 scenarios saves 16% of draw calls/~1ms avg in editor Tests: monument island with appts and disabled world prefabs, tleeported to 5 locations and inspected profiler stats
Today
Setup control computer entity with the WIP model
Today
Merge from sat_con_console
Today
satellite control console COL
Today
Manifest after changes
Today
AK weapon movement fix on deploy
Today
s2p on apartment complex to incorporate large apartment bathroom changes
Today
Clean up of prefabs + folders
Today
Added gamma intensity correction to the Forward+ lighting color that's applied for transparent objects