4,868 Commits over 639 Days - 0.32cph!
Fixed sled_xmas skin missing its name and desc
merge from steaminventorygen_loc_fix
Tripod models and colliders set to Deployed layer
merge from naval_update/deep_sea/radiation
Wider rad volumes, removed a log
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough
Moved up the bottom collider to match the deep sea seabed height
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Added rad volumes at the edges of the deep sea
Fixed AddLanguageFile NRE during bootstrap
merge from bootstrap_translatenre_fix
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres
Added falloff per axis for boxes
Added debug.drawradiationzones (editor only)
Exposed chandelier pedal increments
Restored mannequin protobuf
Codegen
Islands do not use MoveToDeepSea, they don't have to
merge from deep_sea/islands
Better island spacing, they cant overlap
merge from naval_update/deep_sea
merge from editor_skipmenuwarmup
Added an editor setting to skip the main menu warmup when entering playmode
Fixed mesh terrain setup not working with rotated islands
Restored random spawning rotations
merge from naval_update/deep_sea/
Fixed island terrain mesh setup
Moved the deep sea spawning stuff into another file
merge from storeitem_source_fix
Fixed store cart item missing their source
Very basic island spawning, randomly scattered around the deep sea
Working mesh terrain setup
Make sure LODGrid grid is large enough for the deep sea
Added lodgrid.debug command to draw the cells
Added a command to spawn a stripped down version of the tutorial island in the deep sea
Fixed bean bag worldmodel being the deployed version
Updated table lamp volumes to match the new scale
Fixed spotlight worldmodel and repair
Code gen compile fix following main rebase
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
Tweaked chandelier box trace so it can't go too close to the surface below
Tweaked deploy volume