reporust_rebootcancel

156,607 Commits over 4,566 Days - 1.43cph!

Yesterday
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
Yesterday
Fix crazy DOF
Yesterday
Investigating tech tree voice comms related issues
Yesterday
Show the correct action set in Steam configurator, based on current activity/active set.
Rin
Yesterday
merge from Halloween_2026_update
Yesterday
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
Yesterday
Fixed an issue with command buffers being registered multiple times after the last warning fix
Yesterday
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Rin
Yesterday
merge from halloween2026DLC
Rin
Yesterday
Network ++ Enabled Halloween event Enabled scarecrow population Enabled halloween dungeons Update collectables to spooky versions Frankenstein table default craftable
Yesterday
Restore Occlusion Culling via Unity AsyncGPUReadback path for non-DX11 APIs
Yesterday
Update deploy tool to deploy alongisde the manifest locally too.
Yesterday
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Yesterday
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Yesterday
Made the DemoMovieExporter and the UGC sculpture preview work with RRP
Yesterday
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Yesterday
More RRP checks to avoid warnings from appearing when adding/removing command buffers from cameras
Yesterday
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Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
Fixed some warnings coming from attempting to add/remove command buffers from cameras while RRP is active
Yesterday
Fix puzzle reset ignoreAboveGroundPlayers not working correctly since recent refactors
Yesterday
merge from puzzle_ignoreaboveground_fix
Yesterday
Reapplied new RenderGraph API to WaterRendererForwardPass and WaterRendererMaskPass after merge
Yesterday
Petting animation updates
Yesterday
Merge from main
Yesterday
Merge from render_pipeline_testing
Yesterday
Fix the render scene script
Yesterday
Disable generate textures for watermap
Yesterday
Little editor helper script for doing FX on thrown/moving items.
Yesterday
Finalized flare WM FX and lighting.
Yesterday
merge from softcore_tc_limit/map_icons -> main
Yesterday
Update test list
Yesterday
Fix test attribute
Yesterday
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
Yesterday
merge from occlusionculling_leak_fix
Yesterday
Fix pt boat rear turret viewmodel
Yesterday
cannon_test_fix -> main
Yesterday
Fix mountable tests not working with BaseMountedWeapon rewrite
Yesterday
merge from rain_optims
Yesterday
Yesterday
Move the shared AI test prefab paths from AITestFixture into a new AITestUtils so client tests use them instead of keeping their own copies
Yesterday
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
Yesterday
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Yesterday
Fix test that sometimes randomly fails in editor because server and client share one TOD_Sky
Yesterday
Fixed the niche FX 6 point shader to use the new pipeline's forward+ light buffer. Fixes some smoke lighting issues.
Yesterday
Rework how outdoor herd sized are measured to make the 9 max herd cap more robust, instead of each cow checking only their neighboors, each neighboor checks their neighboors recursively Stretched herds no longer then allow the cap to be bypassed Perf is same, because then the other cows don't need to run their own queries, so the same total amount of queries are run Wild cows are skipped as they can't reproduce so don't need to know about their herd size
Yesterday
Fix lamb not using the same eye/mouth mask as adults, and having their eye/mouth tinted brown/black
Yesterday
- Fix client pooling not resetting livestock stats properly, showing incorrect or fluctuating stat before first network update - When a cow has no owner, the owner UI is replaced with "no owner, feed at a trough to claim" - Fix trust UI showing "can breed" even though trust doesn't factor in breeding anymore, instead show "will defend you" - Rename the trust thresholds, shy>curious>can be led>will defend you for females and babies, hostile>wary>can be led>will defend you for males - Female cows will also attack anyone that attacks their owner, as if they were their calf (and only owner is defended, not others)