5,171 Commits over 670 Days - 0.32cph!
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
Large oil rig do not spawn PT boats, only rhibs
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
Fixed scientist boat groups accumulating near large oil rig after puzzle resets
Fixed boat scientist all sleeping when the boat driver dies
Fixed spawnislandhere, spawnghostshiphere and spawnfloatingcityhere commands not triggering EntityParentSettings
Do not save the boats spawned by ghost ship hackable crates
merge from hackablecrate_boats_fix
Added a null check in EnableScientistBrains for safety
Fixed loading issue with ghost ship hackable crates
Changed how we spawn the AI boats when starting to hack a ghost ship crate
Fixed deep sea exit portal compass marker going crazy when entering the portal
Reduced boat building UI scale
Restored deep sea islands terrain mesh layers, needs to be Terrain
S2P all islands
Fixed not being able to place deployable bypassing build permission on boats you're aren't authed on, in the deep sea (ladders)
Removed all the wallpaper sockets from boat building blocks
auth_radius and deauth_radius commands work with player boats
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
merge from field_mismatch_fix
Fixed CLIENT only serialized field in UI_Store
Fixed SERVER only serialized field in BaseCombatEntity
merge from naval_update/deep_sea
Also include player parented to ladders in GetPlayersOnBoat
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal
The boat was teleported but not the player
Added GetPlayersOnBoat in BaseBoat
Added toasts indicating the deep sea is about to close, broadcasted to all players in the deep sea
Also added alarm sounds playing from floating cities (using oil rig alarm as a placeholder)
Fucking plastic selecting my hidden changes by default ffs
Set the deep sea fallback exit position as the entrance portal position (if it exists), instead of the beach
Teleporting a boat to the beach isn't going well
Fixed Update Skin List not generating redirect skins for the LR 300. It needed the hack to workaround its messed up shortname
Also fixed the SteamInventoryItemEditor "wrong isRedirectOf" warning
Fixed RenderedLOD hiding all LODs when using skinned mesh renderers
Increased deep sea exit portal depth, matches the entrance portal
When entering the deep sea, we now teleport the players inside the portal instead of at the edge
Set all ghost ship lights to important, trying to fix the flickering shadows