129,088 Commits over 4,201 Days - 1.28cph!

5 Days Ago
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
5 Days Ago
Fix typo
5 Days Ago
naval_update -> pt_boat_2
5 Days Ago
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5 Days Ago
Colour consistency fix.
5 Days Ago
Tropical4 island.
5 Days Ago
- 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
5 Days Ago
Manifest Codegen
5 Days Ago
merge from naval_update
5 Days Ago
merge from deep_sea
5 Days Ago
Added a DeepSea folder for its weather presets
5 Days Ago
Apply a hack for clients missing MainEyePos
5 Days Ago
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
5 Days Ago
Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass
5 Days Ago
merge from fix_workshop_error -> main
5 Days Ago
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true. Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
5 Days Ago
unskinned_windmill -> main
5 Days Ago
Prefab fixes
5 Days Ago
main -> naval_update (BREAKING)
5 Days Ago
setting up rpg skin viewmodel prefab and exported updated rig/anims
5 Days Ago
RPG7 - texture update
5 Days Ago
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5 Days Ago
unskinned_windmill -> main
5 Days Ago
Fixed more rotational weirdness
5 Days Ago
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.
5 Days Ago
Add defaults save filename, add file overwriting for downloading .obj, potential fix for FileDialog error
5 Days Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
5 Days Ago
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
5 Days Ago
allow shorevector-only bake, handle in blitting
5 Days Ago
Enable priv flag on PlayerBoat
5 Days Ago
merge from shore_vectors
5 Days Ago
parallel blit
5 Days Ago
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.
5 Days Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
5 Days Ago
better shore distance blending between islands
5 Days Ago
Draw general editor prefs in Rust Editor
5 Days Ago
Setup steering wheel prefab with usable secondary colliders for auth interaction. Apply serialized client boat SetDimensions
5 Days Ago
Flare LOD0
5 Days Ago
Texture tweaks to small engine
5 Days Ago
Adjusted spawn height and nudge radius of boat spawners at shop in FC1 and FC2. Added collision around farm barge.
5 Days Ago
Optim: cache spectated target Turns out it's quieried very frequenly Tests: 2p session on craggy with disconnects
5 Days Ago
merge disable_deepsea_pref
5 Days Ago
Add "DisableDeepSea" pref to editor prefs
5 Days Ago
main -> unskinned_windmill
5 Days Ago
Setup Flashlight Remake Folders Added Flashlight Remake Viewmodel and Textures Setup Flashlight Remake Materials
5 Days Ago
Fixed NRE when trying to dismount scientist from killed rhibs Fixed corpses spawning from killed scientists by the deep sea wipe
5 Days Ago
5 Days Ago
Spaced out the deep sea entity spawning so it doesnt overload the server or freeze the editor