130,519 Commits over 4,232 Days - 1.29cph!

13 Days Ago
Fix hit particles not rendering
13 Days Ago
Disable MarkAttackerHostile on two more entities
13 Days Ago
Fix MountedWeaponSeat NRE
13 Days Ago
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
13 Days Ago
naval_update -> pt_boat_2
13 Days Ago
scientist_boats_gameplay_2 _> naval_update
13 Days Ago
pick up fuel when picking up boat engine
13 Days Ago
Fix fingers not working on reload animations
13 Days Ago
More PlayerBoat prefab cleanup
13 Days Ago
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
13 Days Ago
Merge the two separate layers/loops into one for GetDeployedEntities
13 Days Ago
Fixed broken towel lods and floating props in casino
13 Days Ago
Deep sea icon for the map and death screen toggle button
13 Days Ago
Remove BoatBuildingBlock.ForceDeployableSetParent override. BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
13 Days Ago
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13 Days Ago
Removed the collision on the deep sea portal buoys
13 Days Ago
merge from boat_mountable_fixes
13 Days Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
13 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
13 Days Ago
single 50cal animation update
13 Days Ago
Fixed error with towel LOD materials
13 Days Ago
merge from deep_sea
13 Days Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
13 Days Ago
Remove unintended building volume from PlayerBoat
13 Days Ago
All heads LODs Heads combined into 1 object per LOD
13 Days Ago
Merge from render_pipeline_testing
13 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
13 Days Ago
Mark small ramp colliders as r/w
13 Days Ago
S2P on FC3 to incorporate new HLOD changes
13 Days Ago
RRP: Fixed shadow bias calculations for point and spot lights
13 Days Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
13 Days Ago
Restored cargoship global network behaviour to MainIsland
13 Days Ago
Merge: from main
13 Days Ago
merge from naval_update
13 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
13 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
13 Days Ago
Merge from main
13 Days Ago
Merge from refactor_boatchecks
13 Days Ago
Merge from render_pipeline_testing
13 Days Ago
Fixed shadow bias issues within the Rust Render Pipeline
13 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
13 Days Ago
Refactor not playerboat checks
13 Days Ago
merge from deep_sea
13 Days Ago
merge from deep_sea/hackable_crate
13 Days Ago
13 Days Ago
missing file
13 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
13 Days Ago
merge from deep_sea
13 Days Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
13 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