129,257 Commits over 4,201 Days - 1.28cph!

6 Minutes Ago
Deep sea icon for the map and death screen toggle button
5 Minutes Ago
Remove BoatBuildingBlock.ForceDeployableSetParent override. BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
17 Minutes Ago
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32 Minutes Ago
Removed the collision on the deep sea portal buoys
33 Minutes Ago
merge from boat_mountable_fixes
33 Minutes Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
35 Minutes Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
57 Minutes Ago
single 50cal animation update
1 Hour Ago
Fixed error with towel LOD materials
1 Hour Ago
merge from deep_sea
1 Hour Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
1 Hour Ago
Remove unintended building volume from PlayerBoat
1 Hour Ago
All heads LODs Heads combined into 1 object per LOD
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
1 Hour Ago
Mark small ramp colliders as r/w
1 Hour Ago
S2P on FC3 to incorporate new HLOD changes
1 Hour Ago
RRP: Fixed shadow bias calculations for point and spot lights
1 Hour Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
1 Hour Ago
Restored cargoship global network behaviour to MainIsland
1 Hour Ago
Merge: from main
1 Hour Ago
merge from naval_update
1 Hour Ago
Merge: from spectating_disconnect_nre_fix - Bugfix for server NRE when spectating player disconnects Tests: 2p on Craggy, disconnected while spectating - no more NRE
1 Hour Ago
Bugfix: stop spectating when disconnecting This cleans up cached spectators on spectated player's end, which avoids server NREs and leaks Tests: 2p on craggy, started spectating then disconnected - no NRE
1 Hour Ago
Merge from main
1 Hour Ago
Merge from refactor_boatchecks
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
Fixed shadow bias issues within the Rust Render Pipeline
2 Hours Ago
Merge: from main - brings bugfix for player not seeing items on cargo ship(and other global networked entities) - new analytics mode (switched off) Tests: editor compiles, spawned cargoship on craggy and threw a rock on it - it replicated
2 Hours Ago
Refactor not playerboat checks
2 Hours Ago
merge from deep_sea
2 Hours Ago
merge from deep_sea/hackable_crate
2 Hours Ago
2 Hours Ago
missing file
2 Hours Ago
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check - deployables parent directly to the vehicle instead of sub-entities - special handling in some HitInfo data generation
2 Hours Ago
merge from deep_sea
2 Hours Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
3 Hours Ago
Merge: from basepalyer_netgroup_interit_fix - Fixes cargoships(and other global entities) putting players into global network group which stops replication with "outside" world Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
3 Hours Ago
Bugfix: stop player from inheriting parent's network group Unintentional change as part of baseplayer_vis_nre merge. This caused player to inherit global network group on cargoship, which stops replicating anything outside of it. Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
3 Hours Ago
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3 Hours Ago
Fixing skinning for 50 cal rig
4 Hours Ago
Refactoring boat checks
4 Hours Ago
Merge from parent
5 Hours Ago
merge from naval_update/island_scenes
5 Hours Ago
5 Hours Ago
Tropical1 island node pass
5 Hours Ago
merge from naval_update
5 Hours Ago
Adding gibs mesh for the steering wheel and small engine
Today
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
Today
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working