130,553 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                merge from boat_mountable_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                single 50cal animation update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed error with towel LOD materials
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Don't kill deep sea manager and deep sea portals during the deep sea wipe
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove unintended building volume from PlayerBoat
 
                
                
                
                
                
             
         
        
            
            
            
                
                All heads LODs
Heads combined into 1 object per LOD
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from render_pipeline_testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mark small ramp colliders as r/w
 
                
                
                
                
                
             
         
        
            
            
            
                
                S2P on FC3 to incorporate new HLOD changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                RRP: Fixed shadow bias calculations for point and spot lights
 
                
                
                
                
                
             
         
        
            
            
            
                
                Regenerated FC3 HLOD from scratch to remove weird stacking error
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restored cargoship global network behaviour to MainIsland
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge: from spectating_disconnect_nre_fix
- Bugfix for server NRE when spectating player disconnects
Tests: 2p on Craggy, disconnected while spectating - no more NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from refactor_boatchecks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from render_pipeline_testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed shadow bias issues within the Rust Render Pipeline
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactor not playerboat checks
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from deep_sea/hackable_crate
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixing skinning for 50 cal rig
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from naval_update/island_scenes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Tropical1 island node pass
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adding gibs mesh for the steering wheel and small engine
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boilerplate for sawpping the foliage system out to a deep sea specific version
Not currently working
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from floating_cities
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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