130,443 Commits over 4,201 Days - 1.29cph!

11 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
11 Days Ago
Mark small ramp colliders as r/w
11 Days Ago
S2P on FC3 to incorporate new HLOD changes
11 Days Ago
RRP: Fixed shadow bias calculations for point and spot lights
11 Days Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
11 Days Ago
Restored cargoship global network behaviour to MainIsland
11 Days Ago
Merge: from main
11 Days Ago
merge from naval_update
11 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
11 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
11 Days Ago
Merge from main
11 Days Ago
Merge from refactor_boatchecks
11 Days Ago
Merge from render_pipeline_testing
11 Days Ago
Fixed shadow bias issues within the Rust Render Pipeline
11 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
11 Days Ago
Refactor not playerboat checks
11 Days Ago
merge from deep_sea
11 Days Ago
merge from deep_sea/hackable_crate
11 Days Ago
11 Days Ago
missing file
11 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
11 Days Ago
merge from deep_sea
11 Days Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
11 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
11 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
11 Days Ago
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11 Days Ago
Fixing skinning for 50 cal rig
11 Days Ago
Refactoring boat checks
11 Days Ago
Merge from parent
11 Days Ago
merge from naval_update/island_scenes
11 Days Ago
11 Days Ago
Tropical1 island node pass
11 Days Ago
merge from naval_update
11 Days Ago
Adding gibs mesh for the steering wheel and small engine
11 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
12 Days Ago
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
12 Days Ago
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
12 Days Ago
Merge from floating_cities
12 Days Ago
S2P FC 1,2,3
12 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
12 Days Ago
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
12 Days Ago
Merge from map_work
12 Days Ago
Fix a WaterVisibilty NRE when player dies Better behaviour for focusing the map on the player when switching between deep sea/mainland Fade in deep sea button, hide if deep sea is disabled
12 Days Ago
Compile fix
12 Days Ago
Add icon to switch between deep sea and regular maps on the death screen
12 Days Ago
PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
12 Days Ago
pt_boat_2 -> naval_update
12 Days Ago
naval_update -> pt_boat_2
12 Days Ago
PTBoat Scientists can use the rear turret properly
12 Days Ago
Merge from main