129,308 Commits over 4,201 Days - 1.28cph!

6 Hours Ago
Fixed broken towel lods and floating props in casino
Today
Deep sea icon for the map and death screen toggle button
6 Hours 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.
Today
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Today
Removed the collision on the deep sea portal buoys
Today
merge from boat_mountable_fixes
Today
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
Today
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
Today
single 50cal animation update
Today
Fixed error with towel LOD materials
Today
merge from deep_sea
Today
Don't kill deep sea manager and deep sea portals during the deep sea wipe
Today
Remove unintended building volume from PlayerBoat
All heads LODs Heads combined into 1 object per LOD
Today
Merge from render_pipeline_testing
Today
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
Today
Mark small ramp colliders as r/w
Today
S2P on FC3 to incorporate new HLOD changes
Today
RRP: Fixed shadow bias calculations for point and spot lights
Today
Regenerated FC3 HLOD from scratch to remove weird stacking error
Today
Restored cargoship global network behaviour to MainIsland
Today
Merge: from main
Today
merge from naval_update
Today
Merge: from spectating_disconnect_nre_fix - Bugfix for server NRE when spectating player disconnects Tests: 2p on Craggy, disconnected while spectating - no more NRE
Today
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
Today
Merge from main
Today
Merge from refactor_boatchecks
Today
Merge from render_pipeline_testing
Today
Fixed shadow bias issues within the Rust Render Pipeline
Today
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
Today
Refactor not playerboat checks
Today
merge from deep_sea
Today
merge from deep_sea/hackable_crate
Today
missing file
Today
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
Today
merge from deep_sea
Today
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
Today
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
Today
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
Today
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Today
Fixing skinning for 50 cal rig
Today
Refactoring boat checks
Today
Merge from parent
Today
merge from naval_update/island_scenes
Today
Today
Tropical1 island node pass
Today
merge from naval_update
Today
Adding gibs mesh for the steering wheel and small engine
Today
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