132,529 Commits over 4,232 Days - 1.30cph!

- Fix rear turret (that was a pain) - Fix front turret screenshake going crazy
Today
Cache blockages in all directions, saves a bunch of time for fx management
Today
Remove wake from parent boat Add wake to child blocks Only enable if above a certain velocity and there is a clear space in the opposite direction of the boats velocity Add some time and distance gating, only update splash fx every 0.25s and if within 50m of the player
- Fix AI beig a bit awkward with the new aiming system - Send snapshots in the right space - Don't use the interpolator when reconcilling - Fix incorrect forward directions after changing those space transforms - Missed HasAuthority check
Today
play a sound when finishing building from the steering wheel
Today
modular boat engine reverse sound
Compile fixes
- Fix client trying to override the reoncilliation when reloading
Today
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Today
merge from naval_update/deep_sea
Today
Don't bother looking for passengers if we're trying to teleport a BasePlayer
Today
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Today
Fixed weather changing abruptly when entering the deep sea exit portal Compile fix
- 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)
Today
play deploy effect when rotating sail
Today
Today
Add splash fx to triangle hull pieces
Today
merge from naval_update
Today
only play water sounds if modular boat is actualy in the water
Today
modular boat sinking and ambient low health sounds
Today
Fixed snow inside the entrance deep sea portal
Today
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Today
merge from naval_update/deep_sea
Today
Improved the deep sea billboards spawning positions
Today
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
Today
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
Today
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Today
merge from naval_update/deep_sea
Today
Fixed phrase conflicts
Today
Teleport trigger can also show toats
Today
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)
Today
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
Today
Merge from parent
Today
Merge from parent
Fix server/none compile error in MeshTerrainRootRuntimeObject
Today
Mark steering anim as non-looping, fixes it flipping over when at 1
Merge from naval_missions
Merge from naval_missions
Today
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Today
Add new dwellings to manifest
Today
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
Remove accidentally comitted test script
Today
Merge from parent
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
Today
Print deep sea radiation amount in deepsea.printState command
Merge from naval_update
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
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.