userJarryd Campicancel
branchrust_reboot/main/naval_updatecancel

272 Commits over 245 Days - 0.05cph!

13 Days Ago
Fixed missing terrain collider on tropical island 1
13 Days Ago
Merge from main
13 Days Ago
Fixed conveyors hooked up to dropboxes not pulling the last item slot
13 Days Ago
Better error message when placing something on a player boat that has vehicle large layer excluded
16 Days Ago
Array size check for ReceiveFogOfWarImages
17 Days Ago
Merge from main
17 Days Ago
Added specific error message for not placing engine on boat hull Added specific error message for entities that aren't allowed on a boat
17 Days Ago
Don't allow door controllers on player boats in edit mode
17 Days Ago
Don't allow IO connections at all in boat building stations
18 Days Ago
Cleanup
18 Days Ago
Restrict vehicle checks to PlayerHelicopter and BaseBoat just in case
18 Days Ago
Updated deep sea teleport checks to check for all vehicles, not just helicopters (still checks list of vehicles on deep sea manager) Should fix submarine smuggling
18 Days Ago
blockPlacementOnChildEntities toggle on Socket_Specific entities now runs the player boat check from SocketMod_BoatBuildingBlock This should ensure any entities that are blocked on the tugboat should be blocked on player boats
18 Days Ago
Merge from main
19 Days Ago
Merge from main
19 Days Ago
Enlarge props_culled_base culling bounds on Y axis on all three oil rig feet, fixes junkpiles getting culled while players were standing on them (as they were just outside of the bounds) S2P all floating cities
24 Days Ago
Removed more colliders from shadow proxies on leg_shared_geo S2P all floating cities
24 Days Ago
Merge from floating_cities
24 Days Ago
Remove overlapping couch on Ghost ship 1 (not using remove_static_couch branch due to conflict)
24 Days Ago
Merge from boatplanner_worldmodel
24 Days Ago
Ensure InitLOD is called before GetBounds, prevents unit cube bounds
24 Days Ago
Fixed UpdateBuoys NRE in demos NRE's caused by setting the demo time will no longer stop shots from working
24 Days Ago
Merge from main
25 Days Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
25 Days Ago
Lowered HLOD distance of floating cities 200 -> 100
26 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
26 Days Ago
Fixed NRE when disconnecting from a server while in the deep sea
26 Days Ago
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
30 Days Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
31 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
31 Days Ago
Convert steering wheel to MeshLOD
32 Days Ago
Switch back to the mainland view on the map screen if it closes while open
32 Days Ago
Fixed ghost ship map markers rotation and scale
32 Days Ago
Death screen now switches back to the mainland if the deep sea closes for any reason
32 Days Ago
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
32 Days Ago
Merge from main
33 Days Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
33 Days Ago
Don't allow deployable corpses on boat hulls while in edit mode
33 Days Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
34 Days Ago
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
34 Days Ago
Merge from main
37 Days Ago
Fixed being able to deploy objects on the top of the small ramp
38 Days Ago
More accurate shootable collision on small ramp
38 Days Ago
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38 Days Ago
Merge from main
38 Days Ago
Merge from sprinkler_vis_refactor
38 Days Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
39 Days Ago
Merge from main
39 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
40 Days Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable