129,422 Commits over 4,201 Days - 1.28cph!

Today
merge from parenting_improvements - just the stairs parenting volume
Today
gave boat stairs their own parenting trigger volume
Today
Merge from bbb_deploy_changes
Today
Fix hit particles not rendering
Today
Disable MarkAttackerHostile on two more entities
Yesterday
Fix MountedWeaponSeat NRE
Yesterday
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
Yesterday
naval_update -> pt_boat_2
Yesterday
scientist_boats_gameplay_2 _> naval_update
Yesterday
pick up fuel when picking up boat engine
Yesterday
Fix fingers not working on reload animations
Yesterday
More PlayerBoat prefab cleanup
Yesterday
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
Yesterday
Merge the two separate layers/loops into one for GetDeployedEntities
Yesterday
Fixed broken towel lods and floating props in casino
Yesterday
Deep sea icon for the map and death screen toggle button
Yesterday
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.
Yesterday
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Yesterday
Removed the collision on the deep sea portal buoys
Yesterday
merge from boat_mountable_fixes
Yesterday
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
Yesterday
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
Yesterday
single 50cal animation update
Yesterday
Fixed error with towel LOD materials
Yesterday
merge from deep_sea
Yesterday
Don't kill deep sea manager and deep sea portals during the deep sea wipe
Yesterday
Remove unintended building volume from PlayerBoat
Yesterday
All heads LODs Heads combined into 1 object per LOD
Yesterday
Merge from render_pipeline_testing
Yesterday
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
Yesterday
Mark small ramp colliders as r/w
Yesterday
S2P on FC3 to incorporate new HLOD changes
Yesterday
RRP: Fixed shadow bias calculations for point and spot lights
Yesterday
Regenerated FC3 HLOD from scratch to remove weird stacking error
Yesterday
Restored cargoship global network behaviour to MainIsland
Yesterday
Merge: from main
Yesterday
merge from naval_update
Yesterday
Merge: from spectating_disconnect_nre_fix - Bugfix for server NRE when spectating player disconnects Tests: 2p on Craggy, disconnected while spectating - no more NRE
Yesterday
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
Yesterday
Merge from main
Yesterday
Merge from refactor_boatchecks
Yesterday
Merge from render_pipeline_testing
Yesterday
Fixed shadow bias issues within the Rust Render Pipeline
Yesterday
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
Yesterday
Refactor not playerboat checks
Yesterday
merge from deep_sea
Yesterday
merge from deep_sea/hackable_crate
Yesterday
Yesterday
missing file
Yesterday
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