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131,357 Commits over 4,262 Days - 1.28cph!

Yesterday
Can specify chance of enabling effect. Add a random delay on enabling.
Yesterday
Coords for ore spawners on 1
Yesterday
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Yesterday
Hidden items have been removed from the item list. (removed a bunch of the junk items) if the item is stackable, you'll recieve a random amount between 1 and the max stack size.
Yesterday
Bridged jump puzzles for these deep sea ruins.
Yesterday
Terrain adjustment for dwellings.
Yesterday
Cherrypick from 138740 (fix player teams error in kill entity mission event)
Yesterday
Merge from naval_missions
Yesterday
- 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
Yesterday
Prepping island 1
Yesterday
Sails wip
Yesterday
Damage FX. Added HealthVisuals. Setup on smallengine.
2 Days Ago
merge from naval_update
2 Days Ago
merge from parent
2 Days Ago
merge from main/space_station_weapon_skin
2 Days Ago
fix missing sound class and template assignments on space lr300 sound defs 🤔
2 Days Ago
make one specific damaged boat sting sound less stupid
2 Days Ago
merge from main/naval_update/floating_cities/island_ambience
2 Days Ago
couple minor volume tweaks
2 Days Ago
merge from main/naval_update
2 Days Ago
New sound for deep sea wipe alarm
2 Days Ago
Update tropical4 chunks
2 Days Ago
Update tropical3 chunks
2 Days Ago
Add warning for missing spawn groups instead of just silencing them
2 Days Ago
Volume changes on casino card area and foliage sounds removed
2 Days Ago
Remove leftover DamangeRenderer component on PlayerBoat
2 Days Ago
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
2 Days Ago
Merge from naval_missions
2 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
2 Days Ago
merge from main/naval_update/pt_boat_sounds
2 Days Ago
merge from main/naval_update
2 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
2 Days Ago
PlayerBoat.MaxVelocity is now a replicatedvar
2 Days Ago
merge from fix_batching_ghosting -> naval_update
2 Days Ago
Steering is no longer applied if anchored.
2 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
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.