userJarryd Campicancel
branchrust_reboot/main/naval_updatecancel

256 Commits over 214 Days - 0.05cph!

3 Days Ago
Removed more colliders from shadow proxies on leg_shared_geo S2P all floating cities
3 Days Ago
Merge from floating_cities
3 Days Ago
Remove overlapping couch on Ghost ship 1 (not using remove_static_couch branch due to conflict)
3 Days Ago
Merge from boatplanner_worldmodel
3 Days Ago
Ensure InitLOD is called before GetBounds, prevents unit cube bounds
3 Days Ago
Fixed UpdateBuoys NRE in demos NRE's caused by setting the demo time will no longer stop shots from working
3 Days Ago
Merge from main
4 Days Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
4 Days Ago
Lowered HLOD distance of floating cities 200 -> 100
5 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
5 Days Ago
Fixed NRE when disconnecting from a server while in the deep sea
5 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
9 Days Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
10 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
10 Days Ago
Convert steering wheel to MeshLOD
11 Days Ago
Switch back to the mainland view on the map screen if it closes while open
11 Days Ago
Fixed ghost ship map markers rotation and scale
11 Days Ago
Death screen now switches back to the mainland if the deep sea closes for any reason
11 Days Ago
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
11 Days Ago
Merge from main
12 Days Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
12 Days Ago
Don't allow deployable corpses on boat hulls while in edit mode
12 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
13 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
13 Days Ago
Merge from main
16 Days Ago
Fixed being able to deploy objects on the top of the small ramp
17 Days Ago
More accurate shootable collision on small ramp
17 Days Ago
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17 Days Ago
Merge from main
17 Days Ago
Merge from sprinkler_vis_refactor
17 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
18 Days Ago
Merge from main
18 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
19 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
20 Days Ago
Map marker edit UI now appears above fog of war
20 Days Ago
Merge from main
20 Days Ago
Inventory null check in Mailbox
20 Days Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
20 Days Ago
Only calculate position and scale once in ImpostorBatching
20 Days Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
20 Days Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
20 Days Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
37 Days Ago
Fixed tutorial islands getting the wrong ID when loading a save
37 Days Ago
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
37 Days Ago
Merge from boat_water_fx_optim
38 Days Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
39 Days Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
39 Days Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
39 Days Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
39 Days Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks