140,450 Commits over 4,352 Days - 1.34cph!

2 Months Ago
Fix vending machine pool leak Vending machine map marker clusters were leaking a bunch of data every time you open the map
2 Months Ago
Added SKS to the skin viewer
2 Months Ago
Bugfix: OcclusionGroups - make subscribers leave occlusion group once player leaves it - add similar logic to subscribing to a cell This fixes the new unit test, but trips up the old (though I feel the asserts there might be wrong, need to double check). Will validate, but likely will rewrite new logic to be simpler. Tests: unit tests
2 Months Ago
Merge from naval_update
2 Months Ago
merge from main
2 Months Ago
Removed inactive couch from ghostship, it was getting the way of the locked crate spawn.
2 Months Ago
merge from "paintball_gun_tests"
2 Months Ago
ran manifest, ran icon manifest, ran localization
2 Months Ago
box armour item, prefab, icon, matrix
2 Months Ago
box armor naming
2 Months Ago
subtractive merge (sorry about that)
2 Months Ago
merge from paintball gun test
2 Months Ago
merge from paintball gun tests
Rin
2 Months Ago
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2 Months Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
2 Months Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
2 Months Ago
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
2 Months Ago
Merge from main
2 Months Ago
Move ConVars to terrain ConVars Add terrain renderer to WorldSetup Add terrain mesh culling toggle
2 Months Ago
Merge from main Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in 129608 (29/08/2025) Auto merge PlayerModel.cs conflict
2 Months Ago
Merge in error spam scene fix.
2 Months Ago
fix error spam in edit mode on island scenes
2 Months Ago
fixed SKS skinnable downloadable mesh filepaths
2 Months Ago
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
2 Months Ago
Deep sea ocean color tweaks.
2 Months Ago
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
2 Months Ago
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
2 Months Ago
Merge from discord_sdk_1.8
2 Months Ago
Update manifest again - RHIBDriver had import error locally?
2 Months Ago
Commit paintball gun code progress
2 Months Ago
Last compile fix, tm.
2 Months Ago
Another burst compile error
2 Months Ago
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
2 Months Ago
disabled off repair on frames
2 Months Ago
Fix burst compile error
2 Months Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
2 Months Ago
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
2 Months Ago
Start by updating the manifest
2 Months Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
2 Months Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
2 Months Ago
Fix native grid not having a non unique add method like the managed version.
2 Months Ago
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
2 Months Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
2 Months Ago
Deleted floating props from Floating City 4, ran S2P
2 Months Ago
Requests for what missions are valid on the server are now run on a work queue
2 Months Ago
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
2 Months Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
2 Months Ago
frame Y values on shutter again
2 Months Ago
painting reactive target IO handles, updated manifest
2 Months Ago
lightup frame correct IO placements