5,288 Commits over 700 Days - 0.31cph!
Fixed pool leak in BuildingBlock::DrawHighlight
First pass of gallery view for limited items with more than one image
Cherrypick
139365 "Space LR skin viewer polish"
merge from spacestation_storepages
merge from spacestation_storepages
Cherrypick
139361 "Added Space LR store video"
Allow wooden barricades in the deep sea
merge from spacestation_storepages
Updated space LR and space station store pages: added branding and updated media
Boat building UI toggles its canvas when not visible
merge from event_canvases_fix
Fixed halloween and easter event canvases being enabled at all time
Fixed oil rig world space canvas never being culled (has been stomped at some point)
S2P both oil rigs
merge from space_station_weapon_skin
Corrected material merge fuckery
merge from space_station_weapon_skin
merge from spacestation_storepages
Added space station building skin store media
Bespoke skinviewer lighting rig for the space LR-300
Added Space LR-300 store page media
Updated description
Codegen (ResetStaticFields stuff)
merge from deepsea_physicsbounds
deepsea.enabled false now restores the previous physics bounds (0,0,0 - 5000,4000,5000)
merge from deepsea_portalloading_fix
Fixed the same race condition issue with ActiveIslands ActiveGhostShips ActiveFloatingCities and ActiveRHIBS
Was causing potential issues with deep sea missions
Fixed deep sea loading racing condition
Portals could be loaded before the deep sea manager even existed, causing the manager to never get his portal refs
Fixes players teleported back to the shore when leaving the deep sea
- Default pos when entering deep sea is the exit portal center, instead of the center of the deep sea
- Cleanup to avoid confusion
- Added portal state in deepsea.printstate
Added log to help debugging the deepsea portal teleport position issue
Prevent createdeepsea from running if deepsea.enabled is false
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
merge from deepsea_leak_fix
merge from deepsea_disabled_fix
Fixed deepsea.enable false not killing past saved deep sea
- Deep sea manager is now always created regardless of deepsea.enabled
- When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
Convared the distance within players wake up boat scientist AI
ai.npc_spawn_on_deep_sea_islands default to false
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
Added NPC and vehicle breakdown to deepsea.printentitycount
merge from naval_update/islands_navmesh_fix
Fixed deep sea NPCSpawner never finding their island. We detach the children of the deep sea island to avoid issues with global network, so they couldn't find it
NPC spawners are now properly waiting for the navmeshs to be generated before spawning
Wait for the deep sea to be entirely spawned before generating the islands navmesh. That gives some time for the dwellings to spawn, so they are carving the navmesh properly
Fixes scientists phasing through dwellings
merge from deepsea_demos_fixes
Fixed climate not using the deep sea weather when playing demos in the deep sea
Fixed ocean material not switching to deep sea variant when playing demos in the deep sea