5,361 Commits over 700 Days - 0.32cph!
deepsea.enabled false now restores the previous physics bounds (0,0,0 - 5000,4000,5000)
merge from deepsea_portalloading_fix
Fixed the same race condition issue with ActiveIslands ActiveGhostShips ActiveFloatingCities and ActiveRHIBS
Was causing potential issues with deep sea missions
Fixed deep sea loading racing condition
Portals could be loaded before the deep sea manager even existed, causing the manager to never get his portal refs
Fixes players teleported back to the shore when leaving the deep sea
- Default pos when entering deep sea is the exit portal center, instead of the center of the deep sea
- Cleanup to avoid confusion
- Added portal state in deepsea.printstate
Added log to help debugging the deepsea portal teleport position issue
Prevent createdeepsea from running if deepsea.enabled is false
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
merge from deepsea_leak_fix
merge from deepsea_disabled_fix
Fixed deepsea.enable false not killing past saved deep sea
- Deep sea manager is now always created regardless of deepsea.enabled
- When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
Convared the distance within players wake up boat scientist AI
ai.npc_spawn_on_deep_sea_islands default to false
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
Added NPC and vehicle breakdown to deepsea.printentitycount
merge from naval_update/islands_navmesh_fix
Fixed deep sea NPCSpawner never finding their island. We detach the children of the deep sea island to avoid issues with global network, so they couldn't find it
NPC spawners are now properly waiting for the navmeshs to be generated before spawning
Wait for the deep sea to be entirely spawned before generating the islands navmesh. That gives some time for the dwellings to spawn, so they are carving the navmesh properly
Fixes scientists phasing through dwellings
merge from deepsea_demos_fixes
Fixed climate not using the deep sea weather when playing demos in the deep sea
Fixed ocean material not switching to deep sea variant when playing demos in the deep sea
Fixed terrain config not switching to deep sea when playing demos
merge from spacestation_storepages
Skin viewer: restored space LR 300 ammo counter screen following the changes
merge from birthday2025 (safe skin viewer position tweaks for the balloon pack)
Tweaked balloon pack in the skin viewer, fixed scale and pos
merge from naval_update/boatAI_sync_optims
Convared the boat AI optimisation: basemountable.canPauseMountedPlayerSync
Default to false
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- █▌▇▍▍▇▅▄▉_▋▋▋▋▉ = ▅ ▍▄▋▍ █
- ▉▉▄▇_▅▆▋█▅ = ▄ ▋▋▉▄ ▌
Added methods to toggle the MountedPlayerSync in BaseMountable
BoatAI now toggles its seat sync when sleeping, which eliminates the constant 1ms overhead with 8 rhib groups in the deep sea. Only the boats with players nearby are syncing the scientist
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- ▊▅▉▆▋▇▊▇▊_█▍▋▄▊ = ▌ █▉▄▍ ▋
- ▆▇▉▆_▇▊▄▋▄ = ▋ ▅▉▅▊ ▆
Fixed players receiving the wrong toasts after entering or leaving the deep sea in a PT boat or RHIB
Lerp fov in and out when reloading the turret
Reduce the camera fov a little bit when mounted to the rear turret, to fix the mesh clipping in the camera
Added PTboat mounted turret dry fire effect
Updated test list to include all the latest naval entities
Exclude all boat building blocks from raiding tests (boat building blocks do not take damage from rockets)
Scientists mounted on pt boat turrets cannot target invisible players
Removed a dupped check in OnTick
Fixed scientist boats turning their engine on and off repeatedly when ai.move is false
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merge from naval_update/deep_sea/toast_fix
Added space station building skin store page
Fixed the building skin names phrase fuckery, added new tokens used exclusively in the store
Added LR space station to the weapons category