160,174 Commits over 4,566 Days - 1.46cph!

1 Year Ago
Merge: from main
1 Year Ago
merge from naval_update
1 Year 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 Year 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 Year Ago
Merge from main
1 Year Ago
Merge from refactor_boatchecks
1 Year Ago
Merge from render_pipeline_testing
1 Year Ago
Fixed shadow bias issues within the Rust Render Pipeline
1 Year 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
1 Year Ago
Refactor not playerboat checks
1 Year Ago
merge from deep_sea
1 Year Ago
merge from deep_sea/hackable_crate
1 Year Ago
1 Year Ago
missing file
1 Year 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
1 Year Ago
merge from deep_sea
1 Year Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
1 Year 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
1 Year 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
1 Year Ago
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1 Year Ago
Fixing skinning for 50 cal rig
1 Year Ago
Refactoring boat checks
1 Year Ago
Merge from parent
1 Year Ago
merge from naval_update/island_scenes
1 Year Ago
1 Year Ago
Tropical1 island node pass
1 Year Ago
merge from naval_update
1 Year Ago
Adding gibs mesh for the steering wheel and small engine
1 Year Ago
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
1 Year Ago
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
1 Year Ago
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
1 Year Ago
Merge from floating_cities
1 Year Ago
S2P FC 1,2,3
1 Year Ago
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
1 Year Ago
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
1 Year Ago
Merge from map_work
1 Year Ago
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
1 Year Ago
Compile fix
1 Year Ago
Add icon to switch between deep sea and regular maps on the death screen
1 Year Ago
PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
1 Year Ago
pt_boat_2 -> naval_update
1 Year Ago
naval_update -> pt_boat_2
1 Year Ago
PTBoat Scientists can use the rear turret properly
1 Year Ago
Merge from main
1 Year Ago
Merge from parent
1 Year Ago
Missed file
1 Year Ago
Fix crash
1 Year Ago
Invert forward support Compile fixes Setup rear turret as inverted forward
1 Year Ago
Disabled shadow casting on casino ropes
1 Year Ago
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.