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5,533 Commits over 731 Days - 0.32cph!

4 Months Ago
merge from naval_update/deep_sea
4 Months Ago
Added a list of prefabs for islands and cities instead of using paths
4 Months Ago
Codegen
4 Months Ago
merge from naval_update
4 Months Ago
Phrases update
4 Months Ago
Compile fix
4 Months Ago
Fixed phrase conflict in PickupErrors
4 Months Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
4 Months Ago
Buoys spawned closed to the entrance portal Some cleanup, baseline for climate effects when crossing the portals
4 Months Ago
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
4 Months Ago
merge from naval_update/island_scenes
4 Months Ago
merge from main
4 Months Ago
merge from menu_stalls_fix
4 Months Ago
Tweaked the budget of the steam inventory recipe warmup, to avoid causing stalls after bootstrap is released
4 Months Ago
Floating city S2P, fixes a OOB error with static water catcher
4 Months Ago
merge from garagedoor_optims
4 Months Ago
Match LOD settings with skinned mesh
4 Months Ago
Closed and open garage door meshes impl
4 Months Ago
merge from codelock_entercode_cache
4 Months Ago
Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute Only used by codelocks Menu_Enter_Code so far
4 Months Ago
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together Keep the skinned mesh only when its busy (opening or closing)
4 Months Ago
merge from laserdetector_fastvehicles_fix
4 Months Ago
Fixed laser detector not detecting fast moving vehicles reliably
4 Months Ago
merge from io_serverrestart_fix
4 Months Ago
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
4 Months Ago
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
4 Months Ago
Added server version of Translate.GetPhrase
4 Months Ago
Added Translate.GetPhrase method, was needed to get phrase from a token
4 Months Ago
merge from naval_update/deep_sea
4 Months Ago
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
4 Months Ago
Bump default ocean scale to 3 in deep sea
4 Months Ago
Deep sea weather presets
4 Months Ago
merge from naval_update
4 Months Ago
merge from naval_update/floating_cities
4 Months Ago
merge from naval_update
4 Months Ago
Codegen
4 Months Ago
merge from naval_update
4 Months Ago
Restored deep sea floating city prefab Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
4 Months Ago
Fixed debug.printanimators command NREing when finding a null animator controller
4 Months Ago
merge from naval_update
4 Months Ago
merge from main
4 Months Ago
ResetStaticFields on LightLOD
4 Months Ago
Connected both water catchers to the water barrel in the farm barge
4 Months Ago
Fixed mess table static prefab not being mountable
4 Months Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
4 Months Ago
Removed MonumentInfo component from floating city 1 and 2 scenes
4 Months Ago
merge from naval_update
4 Months Ago
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later Also added a null check in MapView.SetupMonuments
4 Months Ago
Fixed rain not working in deep sea because of thunder not being deep sea aware (Effects still not working as they are spawning 500m up in the sky)
4 Months Ago
Fixed deep sea weather state sharing the same instance as the main island weather state