129,335 Commits over 4,201 Days - 1.28cph!

Today
Merge: from spectating_disconnect_nre_fix - Bugfix for server NRE when spectating player disconnects Tests: 2p on Craggy, disconnected while spectating - no more NRE
Today
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
Today
Merge from main
Today
Merge from refactor_boatchecks
Today
Merge from render_pipeline_testing
Today
Fixed shadow bias issues within the Rust Render Pipeline
Today
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
Today
Refactor not playerboat checks
Today
merge from deep_sea
Today
merge from deep_sea/hackable_crate
Today
missing file
Today
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
Today
merge from deep_sea
Today
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
Today
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
Today
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
Today
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Today
Fixing skinning for 50 cal rig
Today
Refactoring boat checks
Today
Merge from parent
Today
merge from naval_update/island_scenes
Today
Today
Tropical1 island node pass
Today
merge from naval_update
Today
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
Today
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Today
Merge from floating_cities
Today
S2P FC 1,2,3
Today
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door Solves players getting trapped for eternity in the floating city farm
Today
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Today
Merge from map_work
Today
Fix a WaterVisibilty NRE when player dies Better behaviour for focusing the map on the player when switching between deep sea/mainland Fade in deep sea button, hide if deep sea is disabled
Today
Compile fix
Today
Add icon to switch between deep sea and regular maps on the death screen
Today
PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
PTBoat Scientists can use the rear turret properly
Today
Merge from main
Today
Merge from parent
Missed file
Fix crash
Invert forward support Compile fixes Setup rear turret as inverted forward
Disabled shadow casting on casino ropes
Yesterday
Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material per object.
Yesterday
Move the player behind the turret as the turret moves (rear one) Create an appropriate mapped postion behind the rear turret to move the player to Always match player position and rotation to be relative to the turret Remove is visible check (wasnt needed) Fix unclamped client predicted pitch/yaw Player leg animator support for Vehicle Detailed Remove un-needed align local player turret rotation convar
Yesterday
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