126,916 Commits over 4,201 Days - 1.26cph!
Bugfix: spectators now subscribe to spectatees via secondary group
This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group.
Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
naval_update -> pt_boat_2
- Fix rendering issues due to various jobs executing for command indices that are no longer in use.
- Fix broken debug draw when damage region bitscan job is active.
- Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity.
- Create a universal IsCallVisible() function instead of the mess we had before
Added a DeepSea folder for its weather presets
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
merge from fix_workshop_error -> main
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true.
Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
unskinned_windmill -> main
main -> naval_update (BREAKING)
setting up rpg skin viewmodel prefab and exported updated rig/anims
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unskinned_windmill -> main
Fixed more rotational weirdness
Fixed incorrect material LODs on a ground tarp instance. Added boat vendor to FC3. Removed obsolete fence inside farm barge. Fixed useless beams in a floating walkway structure.
Add defaults save filename, add file overwriting for downloading .obj, potential fix for FileDialog error
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
Use a guide prefab so you can see the sails of the Windmill when you place it down
Start the sails pointing towards the player rather than off to the left everytime
https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
allow shorevector-only bake, handle in blitting
Enable priv flag on PlayerBoat
Fixed incorrect LOD transform override on floating walkway corner piece. Fixed missing material on static fishing rod LODs. Fixed missing collision on static railroad planter.
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
better shore distance blending between islands
Draw general editor prefs in Rust Editor
Setup steering wheel prefab with usable secondary colliders for auth interaction.
Apply serialized client boat SetDimensions
Texture tweaks to small engine
Adjusted spawn height and nudge radius of boat spawners at shop in FC1 and FC2. Added collision around farm barge.
Optim: cache spectated target
Turns out it's quieried very frequenly
Tests: 2p session on craggy with disconnects
merge disable_deepsea_pref
Add "DisableDeepSea" pref to editor prefs
main -> unskinned_windmill
Setup Flashlight Remake Folders
Added Flashlight Remake Viewmodel and Textures
Setup Flashlight Remake Materials
Fixed NRE when trying to dismount scientist from killed rhibs
Fixed corpses spawning from killed scientists by the deep sea wipe
Spaced out the deep sea entity spawning so it doesnt overload the server or freeze the editor
Applied correct materials to both the boat building platform and station.