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128,127 Commits over 4,201 Days - 1.27cph!

5 Days Ago
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5 Days Ago
Removed the collision on the deep sea portal buoys
5 Days Ago
merge from boat_mountable_fixes
5 Days Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
5 Days Ago
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
5 Days Ago
single 50cal animation update
5 Days Ago
Fixed error with towel LOD materials
5 Days Ago
merge from deep_sea
5 Days Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
5 Days Ago
Remove unintended building volume from PlayerBoat
5 Days Ago
All heads LODs Heads combined into 1 object per LOD
5 Days Ago
Merge from render_pipeline_testing
5 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
5 Days Ago
Mark small ramp colliders as r/w
5 Days Ago
S2P on FC3 to incorporate new HLOD changes
5 Days Ago
RRP: Fixed shadow bias calculations for point and spot lights
5 Days Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
5 Days Ago
Restored cargoship global network behaviour to MainIsland
5 Days Ago
Merge: from main
5 Days Ago
merge from naval_update
5 Days 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
5 Days 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
5 Days Ago
Merge from main
5 Days Ago
Merge from refactor_boatchecks
5 Days Ago
Merge from render_pipeline_testing
5 Days Ago
Fixed shadow bias issues within the Rust Render Pipeline
5 Days 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
5 Days Ago
Refactor not playerboat checks
5 Days Ago
merge from deep_sea
5 Days Ago
merge from deep_sea/hackable_crate
5 Days Ago
5 Days Ago
missing file
5 Days 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
5 Days Ago
merge from deep_sea
5 Days Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
5 Days 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
5 Days 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
5 Days Ago
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5 Days Ago
Fixing skinning for 50 cal rig
5 Days Ago
Refactoring boat checks
5 Days Ago
Merge from parent
5 Days Ago
merge from naval_update/island_scenes
5 Days Ago
5 Days Ago
Tropical1 island node pass
5 Days Ago
merge from naval_update
5 Days Ago
Adding gibs mesh for the steering wheel and small engine
5 Days 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
6 Days Ago
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
6 Days Ago
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
6 Days Ago
Merge from floating_cities