userFlaviencancel

4,800 Commits over 639 Days - 0.31cph!

5 Hours Ago
Added hackable crate to ghost ships When the deep sea opens, we spawn one single hackable crate in a random ghost ship Added deepsea.hackablecrates_count, default to 1
Today
merge from naval_update/deep_sea
Today
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
Today
merge from naval_update/deep_sea
Today
Dont call kill on dead or destroyed players
Today
Better logs from deep sea commands
Today
Fixed client portal weather lerping
Today
Make sure to network the deep sea Open flag to clients
Today
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
Today
merge from naval_update
Today
Added tropical4 to the deep sea islands
Today
merge from naval_update/island_scenes
Today
Added tropical3 to the deep sea islands
Today
merge from naval_update
Today
merge from naval_update
Today
Reverted landmark info component added to floating city, we won't use that for the map markers S2P floating city 1 2 3
Today
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
Today
merge from naval_update
Today
merge from naval_update
Today
Fixed CLIENT SERVER serialized fields mismatch in - DeepSeaManager - SteeringWheel - ClientIOLine (was causing all monument prefabs to reimport) - PaintingFavouriteColorButton - PaintingFavouriteColours - RendererBatch
Today
Deep sea now have a cooldown in between each wipe Entities created when killing scientists and players are now killed correctly Replaced deepsea.wipe command by deepsea.open and deepsea.close Added deepsea.printState for debugging
Yesterday
Added deepsea_floatingcity3
Yesterday
merge from naval_update
Yesterday
merge from naval_update/floating_cities
Yesterday
Added back landmark info to floating cities 1 2 3 and 4 S2P 1 2 and 3
Yesterday
merge from naval_update
Yesterday
merge from naval_update
Yesterday
merge from Halloween_25_Update/PH/storepage
Yesterday
Skin viewer halloween fixes and tweaks
Yesterday
Skin viewer now supports skin with no item defintion (like underwears) Added mummy wraps
Yesterday
Fixed skull trophies name text material in the skin viewer
Yesterday
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes Tweaked some other items
Yesterday
merge from naval_update
Yesterday
merge from Halloween_25_Update/PH/storepage
Yesterday
Updated krieg backpack store media
Yesterday
Added support for steam DLCs in the store featured tab When clicking on "buy on steam" on a steam dlc from the store, we fallback to the browser if the steam overlay failed to open
2 Days Ago
DLC tab background fading
2 Days Ago
Atlases, cleanup
2 Days Ago
Warhammer store page
3 Days Ago
Added warhammer store page prefabs, using placeholder assets for now Added a scroll view to the store DLC page
3 Days Ago
merge from ui_overhead_optims
3 Days Ago
Fixed shockbyte popup icons not being marked as dynamic
3 Days Ago
merge from main
3 Days Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
Codegen
3 Days Ago
More deep sea logs Added tree count to deepsea.printentitycount
3 Days Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
3 Days Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
3 Days Ago
Chinook avoids the deep sea side when randomising its spawn position