userFlaviencancel

5,201 Commits over 670 Days - 0.32cph!

5 Hours Ago
Fixed the wrong toasts showing when crossing the deep sea unmounted but parented to a boat When waking up, you are unparented for a few frames, causing some fuckery
Today
merge from deep_sea
Today
Fixed being able to build in the deep sea when looking at an entity
Today
Removed deep sea hackable crate map marker
Today
merge from deep_sea
Today
Fixed repel forces blocking whitelisted boats inside the deep sea
Today
merge from deep_sea
Today
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
Today
merge from deep_sea
Today
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
Today
Fixed rad volumes still spawning on the exit side of the deep sea
Today
merge from naval_update
Today
merge from naval_update/deep_sea
Today
Don't bother looking for passengers if we're trying to teleport a BasePlayer
Today
Fixed weather changing abruptly when entering the deep sea exit portal Compile fix
Today
merge from naval_update
Today
Fixed snow inside the entrance deep sea portal
Today
merge from naval_update/deep_sea
Today
Improved the deep sea billboards spawning positions
Today
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
Today
merge from naval_update/deep_sea
Today
Fixed phrase conflicts
Today
Teleport trigger can also show toats
Today
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
Today
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
Today
Print deep sea radiation amount in deepsea.printState command
Today
Tweaked end of deep sea wipe radiations
Today
merge from naval_update
Today
merge from naval_update/oilrig_boats
Today
Missed one file
Yesterday
merge from oilrig_boats
Yesterday
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
Yesterday
Large oil rig do not spawn PT boats, only rhibs
Yesterday
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
Yesterday
Fixed scientist boat groups accumulating near large oil rig after puzzle resets
Yesterday
Fixed boat scientist all sleeping when the boat driver dies
Yesterday
Fixed spawnislandhere, spawnghostshiphere and spawnfloatingcityhere commands not triggering EntityParentSettings
Yesterday
Do not save the boats spawned by ghost ship hackable crates
Yesterday
merge from hackablecrate_boats_fix
Yesterday
Added a null check in EnableScientistBrains for safety
Yesterday
Fixed loading issue with ghost ship hackable crates Changed how we spawn the AI boats when starting to hack a ghost ship crate
Yesterday
merge from deep_sea
Yesterday
Fixed deep sea exit portal compass marker going crazy when entering the portal
Yesterday
Reduced boat building UI scale
Yesterday
Restored deep sea islands terrain mesh layers, needs to be Terrain S2P all islands
Yesterday
merge from deep_sea
Yesterday
merge from deep_sea
Yesterday
BallistaGun cleanup
Yesterday
Fixed not being able to place deployable bypassing build permission on boats you're aren't authed on, in the deep sea (ladders)
Yesterday
merge from deep_sea