135,901 Commits over 4,293 Days - 1.32cph!

8 Days Ago
Set up preliminary stone component box prefabs (WIP), added LODs, deleted obsolete blockout mesh, ran manifest
8 Days Ago
Fix vending machine pool leak Vending machine map marker clusters were leaking a bunch of data every time you open the map
8 Days Ago
Added SKS to the skin viewer
8 Days 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
8 Days Ago
Merge from naval_update
8 Days Ago
merge from main
8 Days Ago
Removed inactive couch from ghostship, it was getting the way of the locked crate spawn.
8 Days Ago
merge from "paintball_gun_tests"
8 Days Ago
ran manifest, ran icon manifest, ran localization
8 Days Ago
box armour item, prefab, icon, matrix
8 Days Ago
box armor naming
8 Days Ago
subtractive merge (sorry about that)
8 Days Ago
merge from paintball gun test
8 Days Ago
merge from paintball gun tests
Rin
8 Days Ago
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8 Days Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
8 Days Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
8 Days 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)
8 Days Ago
Merge from main
8 Days Ago
Move ConVars to terrain ConVars Add terrain renderer to WorldSetup Add terrain mesh culling toggle
9 Days 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
9 Days Ago
Merge in error spam scene fix.
10 Days Ago
fix error spam in edit mode on island scenes
10 Days Ago
fixed SKS skinnable downloadable mesh filepaths
10 Days Ago
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
10 Days Ago
Deep sea ocean color tweaks.
10 Days Ago
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
10 Days Ago
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
10 Days Ago
Merge from discord_sdk_1.8
10 Days Ago
Update manifest again - RHIBDriver had import error locally?
10 Days Ago
Commit paintball gun code progress
10 Days Ago
Last compile fix, tm.
10 Days Ago
Another burst compile error
10 Days Ago
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
10 Days Ago
disabled off repair on frames
10 Days Ago
Fix burst compile error
10 Days Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
10 Days Ago
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
10 Days Ago
Start by updating the manifest
11 Days Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
11 Days 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.
11 Days Ago
Fix native grid not having a non unique add method like the managed version.
11 Days 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.
11 Days Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
11 Days Ago
Deleted floating props from Floating City 4, ran S2P
11 Days Ago
Requests for what missions are valid on the server are now run on a work queue
11 Days 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
11 Days 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
11 Days Ago
frame Y values on shutter again
11 Days Ago
painting reactive target IO handles, updated manifest