132,104 Commits over 4,232 Days - 1.30cph!
- Setup better detailed colliders on the RHIB (fixed window and console etc)
Sails, engine and steering wheel rotation now snap to the cardinal directions of the boat blocks. R key 90 degree rotation increments applied on top, based on player & placement position.
This keeps sails, engines and steering wheel aligned with boat blocks.
Add support for Socket_Free to use target entity cardinal snapped rotation with R key rotation applied.
Remove logs on FindClosestPlayerTarget(), gate the rest behind if UNITY_EDITOR
Various PT boat polish/lighting.
merge from naval_update/island_scenes
Smaller deep sea playable area (only tweaked the generation margins)
Fixed deep sea weather fuckery, still not 100% working with vclouds
Whitelist wall_single_shallow_shelf for playerboats and playerboat construction.
Coconut spawn areas below palms on the islands.
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
Coconut related leftovers.
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands
Remove tutorial island spawn position if they are on the deep sea entrance portal side
Spawnpop.
RNG'd coconut look.
Manifest.
Coconut world spawn entity
Stop anchor rope always animating
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast
Also fixes them leaking after a server restart
Added buoys alongside the exit portal too
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed
Terminal entity was killed before the wheel entity
Fixed long boats not able to teleport to the deep sea
Exit portal now needs to be crossed, like the entrance
▅▉▌▄▊ █▆▇▊▆█▉▆ ▆▋▄▇▆▅█▍▇▌ ▊▊▇▄▍
pt_boat_turrets -> naval_update
- Flipped puinch (way nicer)
pt_boat_turrets -> naval_update
Much better fov punch system - ditch the spring
Coconut texture saturation tweak.
- Realignment of the right 50cal after merge
- Adjustments to the muzzle position
- Stop 'hands up' (DONT SHOOT) at the end of reloading
- More merge conflicts
- Increased FOV punch
Deep sea portal partial (again)
Allow indirect_instancing.debug to be toggled at runtime
50cal_Animations -> pt_boat_turrets
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
scientist_boat_ai -> naval_update
naval_update -> scientist_boat_ai
pt_boat_turrets -> naval_update
- Remove LOS checks for aggro
- Increase PT Boat aggro to 250
Removed default save name from craggy
Fixed duplicated deep sea markers
pt_boat_turrets -> naval_update
Boat building station can no longer be deployed too far out at sea where boat blocks can't be deployed.
Also prevents deploy & edit being available in unbuildable areas.
Add SocketMod_TerrainBounds.
▇▅█▅▆ █▍▆▋ █▍▉▆ -> ▉▇▄▍█▆_▄▋▉███_▋▉▅▉▋█
▇▉▄▋▇ ▋▄▆█ ▋█▍▌▉▍▋▄▆▅_▆█▄▅▋▆▉▌▌▍▅▋
▌▆▇▉▌ ▌▊▋ ▇▇▋▅ ▅▄▆▅ ▊▉▅▌▇▌