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12,766 Commits over 2,315 Days - 0.23cph!

3 Hours Ago
Compile fix
4 Hours Ago
Increase LOD0 distance on steering wheel
4 Hours Ago
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
4 Hours Ago
Switch off the RHIB map canvas if the screen is underwater, the canvas can't render properly in those conditions
4 Hours Ago
Fixed RHIBVisuals and RHIBScreen serialization mismatch Fixed rhib screens not working correctly in deep sea Reduced LOD range on RHIB screens to 25m
5 Hours Ago
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview
5 Hours Ago
Merge from steering_wheels_fix
5 Hours Ago
Fix shared names on blackjack machine collision, resolves warning
Today
Fixed boats stopping if the player is on the edge of the plank
Today
Add safe zone triggers to all floating cities, S2P+HLOD all of them
Today
Merge from floating_cities
Today
Fixed missing barrel transform on static sentries throwing NRE's when firing WIll need to S2P floating citites, have other changes to make first
Today
Fix elevators on floating city not working after a server restart
Yesterday
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
Yesterday
Fixed new scientists not applying damage to shields properly
Yesterday
Fixed missing translations on small ramp FIxed sails and engines cutting out if player stood on the end of the small ramp
Yesterday
FIxed MapView exception when dying in deep sea due to it closing Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
2 Days Ago
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
2 Days Ago
Merge from floating_cities
2 Days Ago
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
2 Days Ago
Merge from parent
2 Days Ago
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
2 Days Ago
Inputs as well
2 Days Ago
Recalculate final position of line for outputs (still need inputs)
2 Days Ago
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
2 Days Ago
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
2 Days Ago
Merge from main
2 Days Ago
Merge from main
5 Days Ago
Server compile fix
5 Days Ago
Fixed the alignment and size of all the tropical island map markers
5 Days Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
5 Days Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
5 Days Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
5 Days Ago
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
6 Days Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
6 Days Ago
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
6 Days Ago
Merge from food_qol
6 Days Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
6 Days Ago
Merge from main
6 Days Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
6 Days Ago
Merge from parent
6 Days Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
6 Days Ago
Fixed missing ghost ship map marker
6 Days Ago
Merge from fog_multithread_fix
6 Days Ago
Move test scene
6 Days Ago
Compile fix
6 Days Ago
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
6 Days Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
6 Days Ago
Saving/loading
6 Days Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues