userJarryd Campicancel
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12,780 Commits over 2,315 Days - 0.23cph!

1 Hour Ago
Fixed being able to place boat building station in canyons Fixed boat health always appearing as 400 on the client
1 Hour Ago
Power off the sails and engines on a boat when editing
1 Hour Ago
Fixed being able to deploy boat station through world layer (icebergs mostly)
3 Hours Ago
Don't show cannon health bar if mounted
3 Hours Ago
Cannon set condition from health on pickup
3 Hours Ago
Mark sails as orange on the deploy guide if they are going to be blocked
4 Hours Ago
Fixed small ramp not cancelling animation when colliding with a player boat
4 Hours Ago
Mark the cannon base as IsDynamic Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
Today
Possibly fixed cannon getting rotated when mounting while it's parented to something
Yesterday
Removed old ballista colliders on cannon
Yesterday
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
Yesterday
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
Yesterday
Remove a fog of war log
Yesterday
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
Yesterday
Compile fix
2 Days Ago
Increase LOD0 distance on steering wheel
2 Days 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
2 Days Ago
Switch off the RHIB map canvas if the screen is underwater, the canvas can't render properly in those conditions
2 Days Ago
Fixed RHIBVisuals and RHIBScreen serialization mismatch Fixed rhib screens not working correctly in deep sea Reduced LOD range on RHIB screens to 25m
2 Days Ago
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview
2 Days Ago
Merge from steering_wheels_fix
2 Days Ago
Fix shared names on blackjack machine collision, resolves warning
2 Days Ago
Fixed boats stopping if the player is on the edge of the plank
2 Days Ago
Add safe zone triggers to all floating cities, S2P+HLOD all of them
2 Days Ago
Merge from floating_cities
2 Days Ago
Fixed missing barrel transform on static sentries throwing NRE's when firing WIll need to S2P floating citites, have other changes to make first
2 Days Ago
Fix elevators on floating city not working after a server restart
3 Days Ago
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
4 Days Ago
Fixed new scientists not applying damage to shields properly
4 Days Ago
Fixed missing translations on small ramp FIxed sails and engines cutting out if player stood on the end of the small ramp
4 Days Ago
FIxed MapView exception when dying in deep sea due to it closing Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
4 Days Ago
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
4 Days Ago
Merge from floating_cities
4 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
4 Days Ago
Merge from parent
4 Days Ago
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
4 Days Ago
Inputs as well
4 Days Ago
Recalculate final position of line for outputs (still need inputs)
4 Days Ago
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
4 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
4 Days Ago
Merge from main
4 Days Ago
Merge from main
7 Days Ago
Server compile fix
7 Days Ago
Fixed the alignment and size of all the tropical island map markers
7 Days Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
7 Days Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
7 Days Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
7 Days Ago
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
8 Days Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
8 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