130,553 Commits over 4,232 Days - 1.29cph!

14 Days Ago
merge from boat_mountable_fixes
14 Days Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
14 Days Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
14 Days Ago
single 50cal animation update
14 Days Ago
Fixed error with towel LOD materials
14 Days Ago
merge from deep_sea
14 Days Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
14 Days Ago
Remove unintended building volume from PlayerBoat
14 Days Ago
All heads LODs Heads combined into 1 object per LOD
14 Days Ago
Merge from render_pipeline_testing
14 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
14 Days Ago
Mark small ramp colliders as r/w
14 Days Ago
S2P on FC3 to incorporate new HLOD changes
14 Days Ago
RRP: Fixed shadow bias calculations for point and spot lights
14 Days Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
14 Days Ago
Restored cargoship global network behaviour to MainIsland
14 Days Ago
Merge: from main
14 Days Ago
merge from naval_update
14 Days Ago
Merge: from spectating_disconnect_nre_fix - Bugfix for server NRE when spectating player disconnects Tests: 2p on Craggy, disconnected while spectating - no more NRE
14 Days Ago
Bugfix: stop spectating when disconnecting This cleans up cached spectators on spectated player's end, which avoids server NREs and leaks Tests: 2p on craggy, started spectating then disconnected - no NRE
14 Days Ago
Merge from main
14 Days Ago
Merge from refactor_boatchecks
14 Days Ago
Merge from render_pipeline_testing
14 Days Ago
Fixed shadow bias issues within the Rust Render Pipeline
14 Days Ago
Merge: from main - brings bugfix for player not seeing items on cargo ship(and other global networked entities) - new analytics mode (switched off) Tests: editor compiles, spawned cargoship on craggy and threw a rock on it - it replicated
14 Days Ago
Refactor not playerboat checks
14 Days Ago
merge from deep_sea
14 Days Ago
merge from deep_sea/hackable_crate
14 Days Ago
14 Days Ago
missing file
14 Days Ago
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check - deployables parent directly to the vehicle instead of sub-entities - special handling in some HitInfo data generation
14 Days Ago
merge from deep_sea
14 Days Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
14 Days Ago
Merge: from basepalyer_netgroup_interit_fix - Fixes cargoships(and other global entities) putting players into global network group which stops replication with "outside" world Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
14 Days Ago
Bugfix: stop player from inheriting parent's network group Unintentional change as part of baseplayer_vis_nre merge. This caused player to inherit global network group on cargoship, which stops replicating anything outside of it. Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
14 Days Ago
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14 Days Ago
Fixing skinning for 50 cal rig
14 Days Ago
Refactoring boat checks
14 Days Ago
Merge from parent
14 Days Ago
merge from naval_update/island_scenes
14 Days Ago
14 Days Ago
Tropical1 island node pass
14 Days Ago
merge from naval_update
14 Days Ago
Adding gibs mesh for the steering wheel and small engine
14 Days Ago
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds Down to 4 on a 2.5k map, 6 on a 4k map
14 Days Ago
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
14 Days Ago
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
14 Days Ago
Merge from floating_cities
14 Days Ago
S2P FC 1,2,3
14 Days Ago
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door Solves players getting trapped for eternity in the floating city farm