reporust_rebootcancel

156,563 Commits over 4,566 Days - 1.43cph!

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