userFlaviencancel
reporust_rebootcancel

7,082 Commits over 943 Days - 0.31cph!

10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Added a list of prefabs for islands and cities instead of using paths
10 Months Ago
Codegen
10 Months Ago
merge from naval_update
10 Months Ago
Phrases update
10 Months Ago
Compile fix
10 Months Ago
Fixed phrase conflict in PickupErrors
10 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
10 Months Ago
Buoys spawned closed to the entrance portal Some cleanup, baseline for climate effects when crossing the portals
10 Months Ago
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
10 Months Ago
merge from naval_update/island_scenes
10 Months Ago
merge from main
10 Months Ago
merge from menu_stalls_fix
10 Months Ago
Tweaked the budget of the steam inventory recipe warmup, to avoid causing stalls after bootstrap is released
10 Months Ago
Floating city S2P, fixes a OOB error with static water catcher
10 Months Ago
merge from garagedoor_optims
10 Months Ago
Match LOD settings with skinned mesh
10 Months Ago
Closed and open garage door meshes impl
10 Months Ago
merge from codelock_entercode_cache
10 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
10 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)
10 Months Ago
merge from laserdetector_fastvehicles_fix
10 Months Ago
Fixed laser detector not detecting fast moving vehicles reliably
10 Months Ago
merge from io_serverrestart_fix
10 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
10 Months Ago
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
10 Months Ago
Added server version of Translate.GetPhrase
10 Months Ago
Added Translate.GetPhrase method, was needed to get phrase from a token
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
10 Months Ago
Bump default ocean scale to 3 in deep sea
10 Months Ago
Deep sea weather presets
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/floating_cities
10 Months Ago
merge from naval_update
10 Months Ago
Codegen
10 Months Ago
merge from naval_update
10 Months Ago
Restored deep sea floating city prefab Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
10 Months Ago
Fixed debug.printanimators command NREing when finding a null animator controller
11 Months Ago
merge from naval_update
11 Months Ago
merge from main
11 Months Ago
ResetStaticFields on LightLOD
11 Months Ago
Connected both water catchers to the water barrel in the farm barge
11 Months Ago
Fixed mess table static prefab not being mountable
11 Months Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
11 Months Ago
Removed MonumentInfo component from floating city 1 and 2 scenes
11 Months Ago
merge from naval_update
11 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
11 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)
11 Months Ago
Fixed deep sea weather state sharing the same instance as the main island weather state