userJarryd Campicancel
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12,752 Commits over 2,315 Days - 0.23cph!

4 Hours Ago
Fixed new scientists not applying damage to shields properly
4 Hours Ago
Fixed missing translations on small ramp FIxed sails and engines cutting out if player stood on the end of the small ramp
5 Hours Ago
FIxed MapView exception when dying in deep sea due to it closing Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
Today
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
Today
Merge from floating_cities
Today
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
Today
Merge from parent
Today
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
Today
Inputs as well
Today
Recalculate final position of line for outputs (still need inputs)
Today
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Today
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
Today
Merge from main
Today
Merge from main
4 Days Ago
Server compile fix
4 Days Ago
Fixed the alignment and size of all the tropical island map markers
4 Days Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
4 Days Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
4 Days Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
4 Days Ago
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
4 Days Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
5 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
5 Days Ago
Merge from food_qol
5 Days Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
5 Days Ago
Merge from main
5 Days Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
5 Days Ago
Merge from parent
5 Days Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
5 Days Ago
Fixed missing ghost ship map marker
5 Days Ago
Merge from fog_multithread_fix
5 Days Ago
Move test scene
5 Days Ago
Compile fix
5 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
5 Days Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
5 Days Ago
Saving/loading
5 Days Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
5 Days Ago
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
5 Days Ago
Forgot to commit changes from yesterday, added a score HUD
6 Days Ago
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
6 Days Ago
Show on the item info panel if data can't be redeemed
6 Days Ago
Add data spawns to all of the loot spawners
6 Days Ago
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
6 Days Ago
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
6 Days Ago
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
6 Days Ago
Clan scores
6 Days Ago
Boilerplate loot item and deposit entity
6 Days Ago
Fix NRE when in build priv zone
6 Days Ago
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
6 Days Ago
Alow tech trees to declare their own name Fix position of snow jacket
6 Days Ago
Got building working at Team B monument