131,467 Commits over 4,262 Days - 1.29cph!
Wrap is invisible check in a server block
Add extra targetting system to mounted weapon AI:
- Allows turet AI to target the same target as the boat provided they dont have one
- Same distance checks as standard target pickup
Reduce the camera fov a little bit when mounted to the rear turret, to fix the mesh clipping in the camera
Added PTboat mounted turret dry fire effect
ai_boats_fixes -> naval_update
Gloves leather, Dracula Mask, prisoner hood, jumpsuit waterwell repose
Reduce vine material displacement strength
cannon balance, cannon bunker loot
First pass on overhauling the space LR readout to work with regular renderers and not canvases as canvas world space rendering completely breaks down at world edges and in the deep sea
Baked out a texture for the LCD font, made a material and quad per digit
Updated test list to include all the latest naval entities
Exclude all boat building blocks from raiding tests (boat building blocks do not take damage from rockets)
Fix turret aiming freeze: server rotation loop never executed in client-authority mode
Server movement logic was incorrectly disabled when _clientAuthority = true, preventing
_worldYaw/_worldPitch lerp, clamping, pivot rotation, and snapshot updates.
Fixed by:
- Making server apply rotation unconditionally in Update()
- Corrected HasServerAuthority to always true for rotation authority
- Clamping turret-space yaw/pitch at SetTargetAngles
- Ensuring server snapshot updates execute consistently
- Client authority now only supplies target angles — server still owns movement
Eliminates turret freezing, desync, and clamping bypass issues.
add some more debug info to TransformMemory
Scientists mounted on pt boat turrets cannot target invisible players
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Removed a dupped check in OnTick
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
Fixed scientist boats turning their engine on and off repeatedly when ai.move is false
Don't error log about out of bounds if mission has no rewards, just return
When respawning on a sleeping bag that is parented to a player boat, parent the player to the boat immediately on spawning instead of waiting for the parenting volume to pick it up
Hopefully fixes cases of getting stuck clipping when spawning close to a solid object while the boat is in motion
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Sail canvas collider now ignores player movement, prevents players geting stuck
Switch the boat planner material to Rust Standard/Cloth, fixes wacky motion blur
merge from naval_update/deep_sea/toast_fix
merge from space_station_weapon_skin
merge from LadderMove_AndTreeMove
Added space station building skin store page
Fixed the building skin names phrase fuckery, added new tokens used exclusively in the store
commit annoying always changing .mats
added muzzle point to LR300 slot so it shows up in turrets
Added LR space station to the weapons category
Mild tweaks on some tropical ocean color and opacity params.
Increased ore spawns when ore motherload is rolled on islands.
Coconut random rotation and offset (offset code bugged atm)
sped up the fall anim on the string a bit on balloon gib fx
More balloon bugfixes
- balloons no longer pop when picked up
- balloons no longer pop when editing a boat they are placed on
better lod distances on balloons and made normals better on lod1s
Fix tropical1 having the wrong mesh collider assigned
greatly reduced NPC population in deepsea
NPCDwellings wait for navmesh
fixed navmesh bounds being wrong and cutting off half the island sometimes
Added LR300 space station store page
Boat ramp can no longer be picked up on a finished boat