userFlaviencancel

5,165 Commits over 670 Days - 0.32cph!

30 Minutes Ago
Fixed spawnislandhere, spawnghostshiphere and spawnfloatingcityhere commands not triggering EntityParentSettings
31 Minutes Ago
Do not save the boats spawned by ghost ship hackable crates
31 Minutes Ago
merge from hackablecrate_boats_fix
43 Minutes Ago
Added a null check in EnableScientistBrains for safety
44 Minutes Ago
Fixed loading issue with ghost ship hackable crates Changed how we spawn the AI boats when starting to hack a ghost ship crate
1 Hour Ago
merge from deep_sea
4 Hours Ago
Fixed deep sea exit portal compass marker going crazy when entering the portal
5 Hours Ago
Reduced boat building UI scale
5 Hours Ago
Restored deep sea islands terrain mesh layers, needs to be Terrain S2P all islands
5 Hours Ago
merge from deep_sea
6 Hours Ago
merge from deep_sea
6 Hours Ago
BallistaGun cleanup
6 Hours Ago
Fixed not being able to place deployable bypassing build permission on boats you're aren't authed on, in the deep sea (ladders)
6 Hours Ago
merge from deep_sea
6 Hours Ago
Removed all the wallpaper sockets from boat building blocks
6 Hours Ago
merge from naval_update
6 Hours Ago
auth_radius and deauth_radius commands work with player boats
Today
merge from naval_update
Today
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
Today
merge from main
Today
merge from field_mismatch_fix
Today
Fixed CLIENT only serialized field in UI_Store
Today
Fixed SERVER only serialized field in BaseCombatEntity
Today
merge from naval_update/deep_sea
Today
merge from deep_sea
Today
Also include player parented to ladders in GetPlayersOnBoat
Today
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Today
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal The boat was teleported but not the player Added GetPlayersOnBoat in BaseBoat
Today
merge from naval_update
Today
Added toasts indicating the deep sea is about to close, broadcasted to all players in the deep sea Also added alarm sounds playing from floating cities (using oil rig alarm as a placeholder)
Yesterday
merge from naval_update
Yesterday
merge from deep_sea
Yesterday
Fucking plastic selecting my hidden changes by default ffs
Yesterday
Set the deep sea fallback exit position as the entrance portal position (if it exists), instead of the beach Teleporting a boat to the beach isn't going well
Yesterday
Fixed Update Skin List not generating redirect skins for the LR 300. It needed the hack to workaround its messed up shortname Also fixed the SteamInventoryItemEditor "wrong isRedirectOf" warning
Yesterday
merge from main
Yesterday
Fixed RenderedLOD hiding all LODs when using skinned mesh renderers
Yesterday
merge from deep_sea
Yesterday
Increased deep sea exit portal depth, matches the entrance portal When entering the deep sea, we now teleport the players inside the portal instead of at the edge
Yesterday
merge from naval_update
Yesterday
Set all ghost ship lights to important, trying to fix the flickering shadows
Yesterday
merge from naval_update
Yesterday
Manifest
Yesterday
Codegen
Yesterday
merge from main (lot of prefabs conflicting because of a manifest update on main, auto resolved all of them, went well)
Yesterday
Compile fix
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from naval_update/deep_sea
2 Days Ago
merge from naval_update
2 Days Ago
merge from naval_update