userJarryd Campicancel

13,074 Commits over 2,376 Days - 0.23cph!

2 Months Ago
Fixed small ramp not cancelling animation when colliding with a player boat
2 Months Ago
Mark the cannon base as IsDynamic Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
2 Months Ago
Possibly fixed cannon getting rotated when mounting while it's parented to something
2 Months Ago
Removed old ballista colliders on cannon
2 Months Ago
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
2 Months Ago
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
2 Months Ago
Remove a fog of war log
2 Months Ago
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
2 Months Ago
Compile fix
2 Months Ago
Increase LOD0 distance on steering wheel
2 Months Ago
Added another inside socket check to the steering wheel so it can't be placed on an overhang and end up with the player floating
2 Months Ago
Switch off the RHIB map canvas if the screen is underwater, the canvas can't render properly in those conditions
2 Months Ago
Fixed RHIBVisuals and RHIBScreen serialization mismatch Fixed rhib screens not working correctly in deep sea Reduced LOD range on RHIB screens to 25m
2 Months Ago
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview
2 Months Ago
Merge from steering_wheels_fix
2 Months Ago
Fix shared names on blackjack machine collision, resolves warning
2 Months Ago
Fixed boats stopping if the player is on the edge of the plank
2 Months Ago
Add safe zone triggers to all floating cities, S2P+HLOD all of them
2 Months Ago
Merge from floating_cities
2 Months Ago
Fixed missing barrel transform on static sentries throwing NRE's when firing WIll need to S2P floating citites, have other changes to make first
2 Months Ago
Fix elevators on floating city not working after a server restart
2 Months Ago
Add debug.disableCameraMovementWhileReceivingSnapshot convar, defaults to on and admin only Seems to resolve the crash when entering/exiting the deep sea as the player camera was sometimes being interpolated to extreme out of bounds distances
2 Months Ago
Fixed new scientists not applying damage to shields properly
2 Months Ago
Fixed missing translations on small ramp FIxed sails and engines cutting out if player stood on the end of the small ramp
2 Months Ago
FIxed MapView exception when dying in deep sea due to it closing Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
2 Months Ago
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
2 Months Ago
Merge from floating_cities
2 Months Ago
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
2 Months Ago
Merge from parent
2 Months Ago
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
2 Months Ago
Inputs as well
2 Months Ago
Recalculate final position of line for outputs (still need inputs)
2 Months Ago
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
2 Months Ago
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam Marked some button lists as non static so domain reloads can be disabled, still has some issues
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Server compile fix
2 Months Ago
Fixed the alignment and size of all the tropical island map markers
2 Months Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
2 Months Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
2 Months Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
2 Months Ago
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
2 Months Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
2 Months Ago
Culling.env is no longer admin only Added culling.skinnedRenderers, controls the player/animals culling system Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
2 Months Ago
Merge from food_qol
2 Months Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
2 Months Ago
Merge from main
2 Months Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
2 Months Ago
Merge from parent
2 Months Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks