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127,029 Commits over 4,201 Days - 1.26cph!

Today
Add support for showing rocket in left hand during reload
Today
WIP showing ammo on 3rd person model
Today
Setup SwapAmmo component on RPG vm
Today
floating city 4 prop pass
Today
Disable tutorial spawns on both possible deep sea sides
Today
More Terrainmeta switchover tweaks
Today
merge from deployguide_water_refraction
Today
deploy guide renders in refraction under translucent water
Today
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
Better scientist mount position spawning code Compile fixes
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
Today
merge from naval_update
Spawn rhibs facing towards the deep sea centre
Today
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
Today
Fix typo
naval_update -> pt_boat_2
Today
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Today
Colour consistency fix.
Today
Tropical4 island.
Today
- 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
Manifest Codegen
Today
merge from naval_update
Today
merge from deep_sea
Today
Added a DeepSea folder for its weather presets
Today
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
Today
merge from fix_workshop_error -> main
Today
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
Prefab fixes
main -> naval_update (BREAKING)
Today
setting up rpg skin viewmodel prefab and exported updated rig/anims
Today
RPG7 - texture update
Today
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Today
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unskinned_windmill -> main
Fixed more rotational weirdness
Today
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.
Today
Add defaults save filename, add file overwriting for downloading .obj, potential fix for FileDialog error
Today
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
Yesterday
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
Yesterday
allow shorevector-only bake, handle in blitting
Yesterday
Enable priv flag on PlayerBoat
Yesterday
merge from shore_vectors
Yesterday
parallel blit
Yesterday
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.
Yesterday
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
Yesterday
better shore distance blending between islands
Yesterday
Draw general editor prefs in Rust Editor
Yesterday
Setup steering wheel prefab with usable secondary colliders for auth interaction. Apply serialized client boat SetDimensions
Yesterday
Flare LOD0