4,860 Commits over 639 Days - 0.32cph!
S2P floating city 1 and 2
Global network the floating island entity, now that we split the children
Fixed contact menu button sizing issues, moved it to flex
merge from naval_update/deep_sea
merge from naval_update/deep_sea/map_marker
Text and icon stays at the center of screen
Portal marker works with any direction
Higher res deep sea icon
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea
MapView minor cleanup
First pass of map marker for the entrance portal
Pushed a debug change by accident
Portal spawns within valid bounds
Vehicle whitelist cleanup
Fixed deep sea globally networked entities being considered as inside the tutorial network group by TutorialIsland.IsTutorialNetworkGroup
Fixed portal width extending over the terrain margins
merge from naval_update/deep_sea
merge from naval_update/deep_sea
Removed beach entities on tropical1, kept the meshes only for now
S2P
merge from naval_update/island_scenes
Renamed deep sea tutorial island
Disabled map in the deep sea
merge from naval_update/deep_sea/portal_effects
merge from naval_update/deep_sea
Added a list of prefabs for islands and cities instead of using paths
Fixed phrase conflict in PickupErrors
Weather changes when entering the portal, getting progressively worse until you reach the end
Players are only teleported once they fully cross the portal
Buoys spawned closed to the entrance portal
Some cleanup, baseline for climate effects when crossing the portals
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
merge from naval_update/island_scenes
merge from menu_stalls_fix
Tweaked the budget of the steam inventory recipe warmup, to avoid causing stalls after bootstrap is released
Floating city S2P, fixes a OOB error with static water catcher
merge from garagedoor_optims
Match LOD settings with skinned mesh
Closed and open garage door meshes impl
merge from codelock_entercode_cache
Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute
Only used by codelocks Menu_Enter_Code so far
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)
merge from laserdetector_fastvehicles_fix
Fixed laser detector not detecting fast moving vehicles reliably