134,370 Commits over 4,293 Days - 1.30cph!

3 Months Ago
Merge from bbb_deploy_changes
3 Months Ago
Fix hit particles not rendering
3 Months Ago
Disable MarkAttackerHostile on two more entities
3 Months Ago
Fix MountedWeaponSeat NRE
3 Months Ago
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
3 Months Ago
naval_update -> pt_boat_2
3 Months Ago
scientist_boats_gameplay_2 _> naval_update
3 Months Ago
pick up fuel when picking up boat engine
3 Months Ago
Fix fingers not working on reload animations
3 Months Ago
More PlayerBoat prefab cleanup
3 Months Ago
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
3 Months Ago
Merge the two separate layers/loops into one for GetDeployedEntities
3 Months Ago
Fixed broken towel lods and floating props in casino
3 Months Ago
Deep sea icon for the map and death screen toggle button
3 Months Ago
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.
3 Months Ago
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3 Months Ago
Removed the collision on the deep sea portal buoys
3 Months Ago
merge from boat_mountable_fixes
3 Months Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
3 Months 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
3 Months Ago
single 50cal animation update
3 Months Ago
Fixed error with towel LOD materials
3 Months Ago
merge from deep_sea
3 Months Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
3 Months Ago
Remove unintended building volume from PlayerBoat
3 Months Ago
All heads LODs Heads combined into 1 object per LOD
3 Months Ago
Merge from render_pipeline_testing
3 Months Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
3 Months Ago
Mark small ramp colliders as r/w
3 Months Ago
S2P on FC3 to incorporate new HLOD changes
3 Months Ago
RRP: Fixed shadow bias calculations for point and spot lights
3 Months Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
3 Months Ago
Restored cargoship global network behaviour to MainIsland
3 Months Ago
Merge: from main
3 Months Ago
merge from naval_update
3 Months 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
3 Months 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
3 Months Ago
Merge from main
3 Months Ago
Merge from refactor_boatchecks
3 Months Ago
Merge from render_pipeline_testing
3 Months Ago
Fixed shadow bias issues within the Rust Render Pipeline
3 Months 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
3 Months Ago
Refactor not playerboat checks
3 Months Ago
merge from deep_sea
3 Months Ago
merge from deep_sea/hackable_crate
3 Months Ago
3 Months Ago
missing file
3 Months 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
3 Months Ago
merge from deep_sea
3 Months Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin