128,550 Commits over 4,201 Days - 1.27cph!

15 Minutes Ago
WIP showing ammo on 3rd person model
35 Minutes Ago
Setup SwapAmmo component on RPG vm
55 Minutes Ago
floating city 4 prop pass
1 Hour Ago
Disable tutorial spawns on both possible deep sea sides
1 Hour Ago
More Terrainmeta switchover tweaks
3 Hours Ago
merge from deployguide_water_refraction
3 Hours Ago
deploy guide renders in refraction under translucent water
3 Hours Ago
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
4 Hours Ago
Better scientist mount position spawning code Compile fixes
4 Hours Ago
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
4 Hours Ago
merge from naval_update
4 Hours Ago
Spawn rhibs facing towards the deep sea centre
5 Hours Ago
Bugfix: spectators now subscribe to spectatees via secondary group This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group. Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
5 Hours Ago
Fix typo
6 Hours Ago
naval_update -> pt_boat_2
6 Hours Ago
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6 Hours Ago
Colour consistency fix.
6 Hours Ago
Tropical4 island.
6 Hours Ago
- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before
6 Hours Ago
Manifest Codegen
Today
merge from naval_update
Today
merge from deep_sea
Today
Added a DeepSea folder for its weather presets
Today
Apply a hack for clients missing MainEyePos
Today
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
Today
Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass
Today
merge from fix_workshop_error -> main
Today
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true. Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
unskinned_windmill -> main
Prefab fixes
main -> naval_update (BREAKING)
Today
setting up rpg skin viewmodel prefab and exported updated rig/anims
Today
RPG7 - texture update
Today
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Today
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unskinned_windmill -> main
Fixed more rotational weirdness
Today
Fixed incorrect material LODs on a ground tarp instance. Added boat vendor to FC3. Removed obsolete fence inside farm barge. Fixed useless beams in a floating walkway structure.
Today
Add defaults save filename, add file overwriting for downloading .obj, potential fix for FileDialog error
Today
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
Today
allow shorevector-only bake, handle in blitting
Today
Enable priv flag on PlayerBoat
Today
merge from shore_vectors
Today
parallel blit
Today
Fixed incorrect LOD transform override on floating walkway corner piece. Fixed missing material on static fishing rod LODs. Fixed missing collision on static railroad planter.
Today
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
Today
better shore distance blending between islands
Today
Draw general editor prefs in Rust Editor
Today
Setup steering wheel prefab with usable secondary colliders for auth interaction. Apply serialized client boat SetDimensions