userFlaviencancel

5,302 Commits over 700 Days - 0.32cph!

11 Days Ago
merge from deep_sea
11 Days Ago
Removed all the wallpaper sockets from boat building blocks
11 Days Ago
merge from naval_update
11 Days Ago
auth_radius and deauth_radius commands work with player boats
11 Days Ago
merge from naval_update
11 Days Ago
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
11 Days Ago
merge from main
11 Days Ago
merge from field_mismatch_fix
11 Days Ago
Fixed CLIENT only serialized field in UI_Store
11 Days Ago
Fixed SERVER only serialized field in BaseCombatEntity
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
merge from deep_sea
11 Days Ago
Also include player parented to ladders in GetPlayersOnBoat
11 Days Ago
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
11 Days Ago
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal The boat was teleported but not the player Added GetPlayersOnBoat in BaseBoat
11 Days Ago
merge from naval_update
12 Days Ago
Added toasts indicating the deep sea is about to close, broadcasted to all players in the deep sea Also added alarm sounds playing from floating cities (using oil rig alarm as a placeholder)
12 Days Ago
merge from naval_update
12 Days Ago
merge from deep_sea
12 Days Ago
Fucking plastic selecting my hidden changes by default ffs
12 Days Ago
Set the deep sea fallback exit position as the entrance portal position (if it exists), instead of the beach Teleporting a boat to the beach isn't going well
12 Days Ago
Fixed Update Skin List not generating redirect skins for the LR 300. It needed the hack to workaround its messed up shortname Also fixed the SteamInventoryItemEditor "wrong isRedirectOf" warning
12 Days Ago
merge from main
12 Days Ago
Fixed RenderedLOD hiding all LODs when using skinned mesh renderers
12 Days Ago
merge from deep_sea
12 Days Ago
Increased deep sea exit portal depth, matches the entrance portal When entering the deep sea, we now teleport the players inside the portal instead of at the edge
12 Days Ago
merge from naval_update
12 Days Ago
Set all ghost ship lights to important, trying to fix the flickering shadows
12 Days Ago
merge from naval_update
12 Days Ago
Manifest
12 Days Ago
Codegen
12 Days Ago
merge from main (lot of prefabs conflicting because of a manifest update on main, auto resolved all of them, went well)
12 Days Ago
Compile fix
12 Days Ago
merge from naval_update/deep_sea
12 Days Ago
merge from naval_update/deep_sea
13 Days Ago
merge from naval_update
13 Days Ago
merge from naval_update
13 Days Ago
merge from naval_update/island_scenes
13 Days Ago
Smaller deep sea playable area (only tweaked the generation margins)
13 Days Ago
Fixed deep sea weather fuckery, still not 100% working with vclouds
13 Days Ago
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
13 Days Ago
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
13 Days Ago
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands Remove tutorial island spawn position if they are on the deep sea entrance portal side
13 Days Ago
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast Also fixes them leaking after a server restart Added buoys alongside the exit portal too
13 Days Ago
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed Terminal entity was killed before the wheel entity
13 Days Ago
Fixed long boats not able to teleport to the deep sea Exit portal now needs to be crossed, like the entrance
13 Days Ago
merge from naval_update
13 Days Ago
Removed default save name from craggy
13 Days Ago
Revert EditorSettings
13 Days Ago
Fixed duplicated deep sea markers