132,467 Commits over 4,232 Days - 1.30cph!

7 Minutes Ago
Fixed weather changing abruptly when entering the deep sea exit portal Compile fix
7 Minutes Ago
- Revised all of the World -> Turret space angle projection math - Prefix a bunch of variables with their 'space' eg world or turret - Rewrite some of the rotation code - Fix some bugs with stuttery or locked rotation (spinning us around sometimes)
12 Minutes Ago
play deploy effect when rotating sail
12 Minutes Ago
12 Minutes Ago
Add splash fx to triangle hull pieces
28 Minutes Ago
merge from naval_update
40 Minutes Ago
only play water sounds if modular boat is actualy in the water
48 Minutes Ago
modular boat sinking and ambient low health sounds
53 Minutes Ago
Fixed snow inside the entrance deep sea portal
55 Minutes Ago
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55 Minutes Ago
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1 Hour Ago
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1 Hour Ago
merge from naval_update/deep_sea
1 Hour Ago
Improved the deep sea billboards spawning positions
1 Hour Ago
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
1 Hour Ago
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
1 Hour Ago
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1 Hour Ago
merge from naval_update/deep_sea
2 Hours Ago
Fixed phrase conflicts
2 Hours Ago
Teleport trigger can also show toats
2 Hours Ago
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
2 Hours Ago
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
2 Hours Ago
Merge from parent
2 Hours Ago
Merge from parent
3 Hours Ago
Fix server/none compile error in MeshTerrainRootRuntimeObject
3 Hours Ago
Mark steering anim as non-looping, fixes it flipping over when at 1
3 Hours Ago
Merge from naval_missions
3 Hours Ago
Merge from naval_missions
3 Hours Ago
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
3 Hours Ago
Add new dwellings to manifest
3 Hours Ago
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
3 Hours Ago
Remove accidentally comitted test script
3 Hours Ago
Merge from parent
3 Hours Ago
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
3 Hours Ago
Print deep sea radiation amount in deepsea.printState command
3 Hours Ago
Merge from naval_update
3 Hours Ago
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
3 Hours Ago
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid. Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
4 Hours Ago
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4 Hours Ago
Tweaked end of deep sea wipe radiations
4 Hours Ago
Hooked up lights and exhaust effect
4 Hours Ago
merge from naval_update
4 Hours Ago
merge from naval_update/oilrig_boats
4 Hours Ago
Missed one file
4 Hours Ago
Possibly fixed NRE's when another player is placing a sail in range
5 Hours Ago
wip deepsea transition grace period
5 Hours Ago
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
5 Hours Ago
Regen tropical 1 mesh chunks
5 Hours Ago
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5 Hours Ago
- Lerp properly - Dirty system - CLeanup fire system