129,501 Commits over 4,201 Days - 1.28cph!

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
Yesterday
merge from deep_sea
Yesterday
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
Yesterday
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
Yesterday
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
Yesterday
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Yesterday
Fixing skinning for 50 cal rig
Yesterday
Refactoring boat checks
Yesterday
Merge from parent
Yesterday
merge from naval_update/island_scenes
Yesterday
Yesterday
Tropical1 island node pass
Yesterday
merge from naval_update
Yesterday
Adding gibs mesh for the steering wheel and small engine
Yesterday
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
Yesterday
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
Yesterday
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Yesterday
Merge from floating_cities
Yesterday
S2P FC 1,2,3
Yesterday
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
Yesterday
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Yesterday
Merge from map_work