5,102 Commits over 670 Days - 0.32cph!
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merge from naval_update/deep_sea
Fixed deep sea exit portal always spawning south
Some refactoring
Fixed MapView NRE when disconnecting with the map open
merge from naval_update/deep_sea
Make sure the weather isnt stormy in the deep sea when opening
The waves were messing with the boat buoyancy during the spawning phase
merge from naval_update/deep_sea
Fixed rhib map screens masking:
- switched to rect 2d mask
- added support for rect 2d masking in the map shader
merge from naval_update/deep_sea
merge from naval_update/deep_sea
Fixed deep sea billboards leaking after a server restart
Added a minimun distance for the deep sea billboard, so they don't look weird at low draw distance
Deep sea portal debug command fix number 74
ConditionalModel's right click Spawn Model context menu set the spawned gameobjects active
Test list including all the space station test cases
Fixed zipline editor NRE caused by floating city 4
Added map marker to show the deep sea exit, when in the deep sea (placeholder styling)
Restored TwitchdropsTransformGroupManager
merge from skinviewer_tacticalgloves
Added tactical gloves skin viewer model
Updated skin viewer road sign gloves model (fixes the missing back faces)
Deleted old folder (cant do it in a single commit because plastic)
Moved all the skin viewer custom meshes into the skin viewer folder
Block accidental admin kills on floating cities and islands
Added tactical gloves to the skin viewer (will need a new posed mesh)
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Removed the fat sphere collider enclosing the casino in floating city 4
S2P
Added floating city 4 to the deep sea
Set deep sea wipe cooldown default to 1 hour (was 2)
Swimming players can't cross the portal
Players no clipping are allowed for debug purposes
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
merge from naval_update/deep_sea
Fixed debug portal renderer being visible with the convar off