userJarryd Campicancel
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12,861 Commits over 2,315 Days - 0.23cph!

Today
Merge from naval_update
Today
Fixed mainland fog of war being cleared when deep sea closes
Today
Null check in TerrainPath:FindClosest
Today
Add PT Boats to deep sea vehicle whitelist
Today
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Today
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
Today
Merge from naval_update
Today
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
Today
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
Yesterday
Fixed boat splash fx not turning back on when a camera re-enters range
Yesterday
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
Yesterday
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
Yesterday
Redo confetticannon.deployed renderer simplification
Yesterday
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
Yesterday
Merge from mute_dialog_warning_fix
Yesterday
Merge from heli_fixcars_changes_2
Yesterday
Merge from cargoship_updatemovement_nre_fix
Yesterday
Merge from deleteentitiesbyshortname_fix
Yesterday
Fix MountedWeaponSeat client compile error
Yesterday
Small ramp will stop if it detects a blockage on the construction layer
Yesterday
Add a vehicle world collider to the plank
Yesterday
Fixed some floating city colliders with negative scale, S2P all of them
Yesterday
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
Yesterday
S2P + HLOD all floating cities
Yesterday
Merge from floating_cities (stomped prefabs, will need to S2P)
Yesterday
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
Yesterday
Remove boat door from tutorial
3 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
3 Days Ago
Merge from boat_building
3 Days Ago
Merge from boat_building/effects
3 Days Ago
Adjust angle for better triangle fit Start/stop the particles instead of enabling/disabling
3 Days Ago
Cache blockages in all directions, saves a bunch of time for fx management
3 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
3 Days Ago
Add splash fx to triangle hull pieces
3 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
3 Days Ago
Merge from parent
3 Days Ago
Merge from parent
3 Days Ago
Mark steering anim as non-looping, fixes it flipping over when at 1
3 Days Ago
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
3 Days Ago
Add new dwellings to manifest
3 Days Ago
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
3 Days Ago
Hooked up lights and exhaust effect
3 Days Ago
Possibly fixed NRE's when another player is placing a sail in range
4 Days Ago
Possibly fixed scaling of island map markers in deep sea Fixed markers not working properly after a server restart
4 Days Ago
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
4 Days Ago
Fixed blank picture frame in casino not culling at all Fixed parasol on casino deck not culling at all
4 Days Ago
Merge from parent Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
4 Days Ago
Reapply on the right prefab this time
4 Days Ago
Suntract 137986, applied changes to wrong asset
4 Days Ago
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation