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5,200 Commits over 670 Days - 0.32cph!

Yesterday
merge from naval_update
Yesterday
auth_radius and deauth_radius commands work with player boats
Yesterday
merge from naval_update
Yesterday
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
Yesterday
merge from main
Yesterday
merge from field_mismatch_fix
Yesterday
Fixed CLIENT only serialized field in UI_Store
Yesterday
Fixed SERVER only serialized field in BaseCombatEntity
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from deep_sea
Yesterday
Also include player parented to ladders in GetPlayersOnBoat
Yesterday
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Yesterday
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
Yesterday
merge from naval_update
Yesterday
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)
Yesterday
merge from naval_update
Yesterday
merge from deep_sea
Yesterday
Fucking plastic selecting my hidden changes by default ffs
Yesterday
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
Yesterday
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
2 Days Ago
merge from main
2 Days Ago
Fixed RenderedLOD hiding all LODs when using skinned mesh renderers
2 Days Ago
merge from deep_sea
2 Days Ago
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
2 Days Ago
merge from naval_update
2 Days Ago
Set all ghost ship lights to important, trying to fix the flickering shadows
3 Days Ago
merge from naval_update
3 Days Ago
Manifest
3 Days Ago
Codegen
3 Days Ago
merge from main (lot of prefabs conflicting because of a manifest update on main, auto resolved all of them, went well)
3 Days Ago
Compile fix
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
merge from naval_update
3 Days Ago
merge from naval_update
3 Days Ago
merge from naval_update/island_scenes
3 Days Ago
Smaller deep sea playable area (only tweaked the generation margins)
3 Days Ago
Fixed deep sea weather fuckery, still not 100% working with vclouds
3 Days Ago
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
3 Days Ago
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
3 Days Ago
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands Remove tutorial island spawn position if they are on the deep sea entrance portal side
3 Days Ago
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast Also fixes them leaking after a server restart Added buoys alongside the exit portal too
3 Days Ago
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed Terminal entity was killed before the wheel entity
3 Days Ago
Fixed long boats not able to teleport to the deep sea Exit portal now needs to be crossed, like the entrance
4 Days Ago
merge from naval_update
4 Days Ago
Removed default save name from craggy
4 Days Ago
Revert EditorSettings
4 Days Ago
Fixed duplicated deep sea markers
4 Days Ago
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4 Days Ago
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