userJarryd Campicancel
branchrust_reboot/main/naval_updatecancel

128 Commits over 153 Days - 0.03cph!

8 Days Ago
Fixed new scientists not applying damage to shields properly
8 Days Ago
Fixed missing translations on small ramp FIxed sails and engines cutting out if player stood on the end of the small ramp
8 Days Ago
FIxed MapView exception when dying in deep sea due to it closing Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
8 Days Ago
Merge from floating_cities
9 Days Ago
Merge from main
11 Days Ago
Server compile fix
11 Days Ago
Fixed the alignment and size of all the tropical island map markers
11 Days Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
11 Days Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
11 Days Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
12 Days Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
12 Days Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
12 Days Ago
Fixed missing ghost ship map marker
12 Days Ago
Merge from fog_multithread_fix
15 Days Ago
Merge from main_merge_10_nov
20 Days Ago
Merge from island_scenes
20 Days Ago
Merge from floating_cities
20 Days Ago
Merge from naval_update/floating_cities
22 Days Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
22 Days Ago
Merge from floating_cities
22 Days Ago
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
25 Days Ago
Merge from main_merge_31_oct_try_again
25 Days Ago
Merge from foliage_swap
26 Days Ago
Switch fog of war back to the background thread, seems to work locally?
28 Days Ago
Added prevent movement volumes to the small ramp to stop players falling through
33 Days Ago
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
33 Days Ago
Merge from fog_fixes
34 Days Ago
Merge from map_work
34 Days Ago
Merge from small_ramp
34 Days Ago
Possible MapView NRE fix
34 Days Ago
Merge from fog_fixes
34 Days Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
34 Days Ago
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
34 Days Ago
Apply shelf 11708 from aron.s, fixes growable interactions in floating city
35 Days Ago
Fix being able to open farm door from below
35 Days Ago
Fixed small ramp getting destroyed when entering/exiting build mode
35 Days Ago
Mark small ramp colliders as r/w
35 Days Ago
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds Down to 4 on a 2.5k map, 6 on a 4k map
35 Days Ago
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
35 Days Ago
Merge from floating_cities
36 Days Ago
Merge from map_work
36 Days Ago
Merge from island_scenes
36 Days Ago
Merge from floating_cities
39 Days Ago
Merge from map_work
40 Days Ago
Merge from small_ramp
40 Days Ago
Compile fixes
40 Days Ago
Merge from floating_cities
40 Days Ago
Merge from small_ramp
40 Days Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
41 Days Ago
Fixed NRE on boot caused by chicken coops