12,766 Commits over 2,315 Days - 0.23cph!
Increase LOD0 distance on steering wheel
Added another inside socket check to the steering wheel so it can't be placed on an overhang and end up with the player floating
Switch off the RHIB map canvas if the screen is underwater, the canvas can't render properly in those conditions
Fixed RHIBVisuals and RHIBScreen serialization mismatch
Fixed rhib screens not working correctly in deep sea
Reduced LOD range on RHIB screens to 25m
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview
Merge from steering_wheels_fix
Fix shared names on blackjack machine collision, resolves warning
Fixed boats stopping if the player is on the edge of the plank
Add safe zone triggers to all floating cities, S2P+HLOD all of them
Merge from floating_cities
Fixed missing barrel transform on static sentries throwing NRE's when firing
WIll need to S2P floating citites, have other changes to make first
Fix elevators on floating city not working after a server restart
Add debug.disableCameraMovementWhileReceivingSnapshot convar, defaults to on and admin only
Seems to resolve the crash when entering/exiting the deep sea as the player camera was sometimes being interpolated to extreme out of bounds distances
Fixed new scientists not applying damage to shields properly
Fixed missing translations on small ramp
FIxed sails and engines cutting out if player stood on the end of the small ramp
FIxed MapView exception when dying in deep sea due to it closing
Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
Removed a pile of trash bags inside the casino barge, wasn't visible
Culling volume NRE fix
Merge from floating_cities
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up
Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay
Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case
Cleanup
Recalculate final position of line for outputs (still need inputs)
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam
Marked some button lists as non static so domain reloads can be disabled, still has some issues
Fixed the alignment and size of all the tropical island map markers
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
Possibly fixed MeshCull objects not being affected by occlusion culling
Culling.env is no longer admin only
Added culling.skinnedRenderers, controls the player/animals culling system
Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
Don't allow the deep sea terrain config to load if the player is in the tutorial
Cherry pick
136869 to expose bake heightmap shortcut, useful outside of hackweeks
Fixed missing ghost ship map marker
Merge from fog_multithread_fix
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues