128,713 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
        
        
            
            
            
                
                - 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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█▆▆█▊: ▌▌▋▉ ▉▍▆▅▊ ▉▆██▇▆▉ ▊▋ ▊ █▌ ▊█▅▌▌▌▊ █▅▆█ ▉▇▇██▆▋▊▉▄ - ▄▍▅▅'▅ █▊▅ ▌▉▊ ▍▋▅▇▉▊▊.
                
                
                
                
             
         
        
            
            
            
                
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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.
                
                
                
                
             
         
        
        
            
            
            
                
                Update: first version of spectate that doesn't require parenting to target player
Doing this to avoid weird bugs with nested players in other systems.
Tests: 2p session on craggy with spectating. Toggled camera modes and toggled invis. tried spectating after server occlusion culled other player. Noticed that nutrition, comfort info didn't replicate, map compas reacted to spectator's input - will fix those next
                
                
                
                
             
         
        
            
            
            
                
                syncvar_Improvements_2 -> main