userJarryd Campicancel
branchrust_reboot/main/naval_updatecancel

223 Commits over 214 Days - 0.04cph!

53 Days Ago
Server compile fix
53 Days Ago
Fixed the alignment and size of all the tropical island map markers
53 Days Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
54 Days Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
54 Days Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
54 Days Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
54 Days Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
54 Days Ago
Fixed missing ghost ship map marker
54 Days Ago
Merge from fog_multithread_fix
57 Days Ago
Merge from main_merge_10_nov
2 Months Ago
Merge from island_scenes
2 Months Ago
Merge from floating_cities
2 Months Ago
Merge from naval_update/floating_cities
2 Months Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
2 Months Ago
Merge from floating_cities
2 Months 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)
2 Months Ago
Merge from main_merge_31_oct_try_again
2 Months Ago
Merge from foliage_swap
2 Months Ago
Switch fog of war back to the background thread, seems to work locally?
2 Months Ago
Added prevent movement volumes to the small ramp to stop players falling through
3 Months 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)
3 Months Ago
Merge from fog_fixes
3 Months Ago
Merge from map_work
3 Months Ago
Merge from small_ramp
3 Months Ago
Possible MapView NRE fix
3 Months Ago
Merge from fog_fixes
3 Months Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
3 Months Ago
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
3 Months Ago
Apply shelf 11708 from aron.s, fixes growable interactions in floating city
3 Months Ago
Fix being able to open farm door from below
3 Months Ago
Fixed small ramp getting destroyed when entering/exiting build mode
3 Months Ago
Mark small ramp colliders as r/w
3 Months 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
3 Months Ago
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
3 Months Ago
Merge from floating_cities
3 Months Ago
Merge from map_work
3 Months Ago
Merge from island_scenes
3 Months Ago
Merge from floating_cities
3 Months Ago
Merge from map_work
3 Months Ago
Merge from small_ramp
3 Months Ago
Compile fixes
3 Months Ago
Merge from floating_cities
3 Months Ago
Merge from small_ramp
3 Months Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
3 Months Ago
Fixed NRE on boot caused by chicken coops
3 Months Ago
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
3 Months Ago
Merge from deep_sea
3 Months Ago
Fixed boat ladder pickup giving a regular ladder
3 Months Ago
Merge from floating_cities
3 Months Ago
Converted chicken coop chickens to move in local space, fixes them floating into outer space when deployed on a boat Also generated convex colliders for the hutch so we don't get non convex mesh errors when deploying on boats