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130,771 Commits over 4,232 Days - 1.29cph!

Just Now
Fixed snow inside the entrance deep sea portal
3 Minutes Ago
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23 Minutes Ago
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26 Minutes Ago
merge from naval_update/deep_sea
27 Minutes Ago
Improved the deep sea billboards spawning positions
45 Minutes 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
54 Minutes 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
57 Minutes Ago
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1 Hour Ago
merge from naval_update/deep_sea
1 Hour Ago
Fixed phrase conflicts
1 Hour Ago
Teleport trigger can also show toats
1 Hour 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)
1 Hour 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
1 Hour Ago
Merge from parent
1 Hour Ago
Merge from parent
1 Hour Ago
Fix server/none compile error in MeshTerrainRootRuntimeObject
1 Hour Ago
Mark steering anim as non-looping, fixes it flipping over when at 1
1 Hour Ago
Merge from naval_missions
1 Hour Ago
Merge from naval_missions
2 Hours Ago
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
2 Hours Ago
Add new dwellings to manifest
2 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
2 Hours Ago
Remove accidentally comitted test script
2 Hours Ago
Merge from parent
2 Hours Ago
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
2 Hours Ago
Print deep sea radiation amount in deepsea.printState command
2 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.
3 Hours Ago
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3 Hours Ago
Tweaked end of deep sea wipe radiations
3 Hours Ago
Hooked up lights and exhaust effect
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from naval_update/oilrig_boats
3 Hours Ago
Missed one file
3 Hours Ago
Possibly fixed NRE's when another player is placing a sail in range
4 Hours Ago
wip deepsea transition grace period
4 Hours Ago
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
4 Hours Ago
Regen tropical 1 mesh chunks
4 Hours Ago
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4 Hours Ago
- Lerp properly - Dirty system - CLeanup fire system
4 Hours Ago
merge from oilrig_boats
4 Hours Ago
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
4 Hours Ago
Small Engine lighting & FX
4 Hours Ago
Large oil rig do not spawn PT boats, only rhibs
5 Hours Ago
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
5 Hours Ago
Now rename them so they match the order they get dynamically set to
5 Hours Ago
Rename buoyancy transforms so I can tell which side is which
5 Hours Ago
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