133,142 Commits over 4,262 Days - 1.30cph!

2 Days Ago
- Don't process 'kill entity' mission events if the kill came from a suicide - When processing kill entity mission events replace the checks for InATeam() (which was checking current team ID value) with a check that the current team is not null - Add a guard and warning log to InATeam() in case current team ID is valid but Team is null. After removing my usages there is nothing else presently using this function
2 Days Ago
Prepping island 1
2 Days Ago
Sails wip
2 Days Ago
Damage FX. Added HealthVisuals. Setup on smallengine.
3 Days Ago
merge from naval_update
3 Days Ago
merge from parent
3 Days Ago
merge from main/space_station_weapon_skin
3 Days Ago
fix missing sound class and template assignments on space lr300 sound defs 🤔
3 Days Ago
make one specific damaged boat sting sound less stupid
3 Days Ago
merge from main/naval_update/floating_cities/island_ambience
3 Days Ago
couple minor volume tweaks
3 Days Ago
merge from main/naval_update
3 Days Ago
New sound for deep sea wipe alarm
3 Days Ago
Update tropical4 chunks
3 Days Ago
Update tropical3 chunks
3 Days Ago
Add warning for missing spawn groups instead of just silencing them
3 Days Ago
Volume changes on casino card area and foliage sounds removed
3 Days Ago
Remove leftover DamangeRenderer component on PlayerBoat
3 Days Ago
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
3 Days Ago
Merge from naval_missions
3 Days Ago
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions - Also fixed objective map and compass markers for those missions not working as they should - Fix being able to focus on invisible objective map markers
3 Days Ago
merge from main/naval_update/pt_boat_sounds
3 Days Ago
merge from main/naval_update
3 Days Ago
pt boat gunshot tweaks and distant shots pt boat uses silent water-enter-exit splash in buoyancy so it stops making so many squishy sounds
3 Days Ago
PlayerBoat.MaxVelocity is now a replicatedvar
3 Days Ago
merge from fix_batching_ghosting -> naval_update
3 Days Ago
Steering is no longer applied if anchored.
3 Days Ago
Fix Render batching occasionally persisting after the prefab is deleted - caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
3 Days Ago
null check
3 Days Ago
Revert BoatBuildingStation.GetForPlayer changes
3 Days Ago
Remove unused function
3 Days Ago
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
3 Days Ago
Some cleanup.
3 Days Ago
missing null check
3 Days Ago
Add shield stats display to techtree selections
3 Days Ago
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
3 Days Ago
Boatbuilding UI: Only check vis every second,
3 Days Ago
Extra profiling
3 Days Ago
Relax IsMarkedForDeletion checks for Entity:Get functions
3 Days Ago
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
3 Days Ago
Fix tropical underwater overlay logic issue
3 Days Ago
Regenerate tropical2
3 Days Ago
Fix dwelling NRE causing deep sea islands to not spawn fully.
3 Days Ago
Removed unused functions
3 Days Ago
merge from main/naval_update/floating_cities/island_ambience
3 Days Ago
Null check reloaded sound for cannons
3 Days Ago
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
3 Days Ago
3 Days Ago
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3 Days Ago
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit