userJarryd Campicancel
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12,922 Commits over 2,345 Days - 0.23cph!

9 Days Ago
Standardised cannon LODs
9 Days Ago
Fixed coconut world spawn with wrong label FIxed wrong item id on coconut item
9 Days Ago
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
9 Days Ago
Fixed incorrect id's on two deep sea dwellings
9 Days Ago
Merge from naval_update
9 Days Ago
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
9 Days Ago
Can no longer use the spray can on modular boats
9 Days Ago
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings) Admin only
9 Days Ago
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9 Days Ago
AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here
9 Days Ago
Merge from main HoldType.Construction override controller conflicted, used the version on this branch as it's more likely to be up to date with newer animations building_planner.entity conflicted, used the version from main PlayerAnimation.controller, 1module_cockpit_with_engine, player_model, PlayerModel.cs and PlayerModel.IK.cs all merged with no issues
12 Days Ago
Merge from naval_update
12 Days Ago
Fixed mainland fog of war being cleared when deep sea closes
12 Days Ago
Null check in TerrainPath:FindClosest
12 Days Ago
Add PT Boats to deep sea vehicle whitelist
12 Days Ago
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12 Days Ago
Fixed incorrect layer on small ramp trigger allowing opening into construction Don't allow ramp to be extended if there are static world objects in it's bounds Show a blocked interaction prompt if the ramp cannot be extended
12 Days Ago
Merge from naval_update
12 Days Ago
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
12 Days Ago
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
13 Days Ago
Fixed boat splash fx not turning back on when a camera re-enters range
13 Days Ago
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
13 Days Ago
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
13 Days Ago
Redo confetticannon.deployed renderer simplification
13 Days Ago
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
13 Days Ago
Merge from mute_dialog_warning_fix
13 Days Ago
Merge from heli_fixcars_changes_2
13 Days Ago
Merge from cargoship_updatemovement_nre_fix
13 Days Ago
Merge from deleteentitiesbyshortname_fix
13 Days Ago
Fix MountedWeaponSeat client compile error
13 Days Ago
Small ramp will stop if it detects a blockage on the construction layer
13 Days Ago
Add a vehicle world collider to the plank
13 Days Ago
Fixed some floating city colliders with negative scale, S2P all of them
13 Days Ago
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale
13 Days Ago
S2P + HLOD all floating cities
13 Days Ago
Merge from floating_cities (stomped prefabs, will need to S2P)
13 Days Ago
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
13 Days Ago
Remove boat door from tutorial
14 Days Ago
Convert confetti cannon to meshlod Switch pfx_confetti material to Particles/Standard Surface as the rust standard material is no longer compatible with particles
14 Days Ago
Merge from boat_building
14 Days Ago
Merge from boat_building/effects
14 Days Ago
Adjust angle for better triangle fit Start/stop the particles instead of enabling/disabling
14 Days Ago
Cache blockages in all directions, saves a bunch of time for fx management
14 Days Ago
Remove wake from parent boat Add wake to child blocks Only enable if above a certain velocity and there is a clear space in the opposite direction of the boats velocity Add some time and distance gating, only update splash fx every 0.25s and if within 50m of the player
14 Days Ago
Add splash fx to triangle hull pieces
14 Days Ago
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
14 Days Ago
Merge from parent
14 Days Ago
Merge from parent
14 Days Ago
Mark steering anim as non-looping, fixes it flipping over when at 1
14 Days Ago
Enabled optimize game objects on small engine, strips out all of it's bones at runtime