reporust_rebootcancel

131,025 Commits over 4,232 Days - 1.29cph!

Yesterday
Add splash fx to triangle hull pieces
Yesterday
merge from naval_update
Yesterday
only play water sounds if modular boat is actualy in the water
Yesterday
modular boat sinking and ambient low health sounds
Yesterday
Fixed snow inside the entrance deep sea portal
Yesterday
▌▍▍▅▉ ▍▄▌ ▋▅▍▍▉▊ █▄▋▋▅
Yesterday
▇▊▆ ▍▄▄▊▇▊ ▌▅▅▌▅
Yesterday
▌▇▉▋▊ ▅▅▌▉██▇▅ ▊▄▌▍█▄▉▆▍█ █▇▆█▍
Yesterday
merge from naval_update/deep_sea
Yesterday
Improved the deep sea billboards spawning positions
Yesterday
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
Yesterday
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
Yesterday
▅▋▆▋▉▇ ▅▆ /█▅▌▇
Yesterday
merge from naval_update/deep_sea
Yesterday
Fixed phrase conflicts
Yesterday
Teleport trigger can also show toats
Yesterday
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
Yesterday
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
Fix server/none compile error in MeshTerrainRootRuntimeObject
Yesterday
Mark steering anim as non-looping, fixes it flipping over when at 1
Yesterday
Merge from naval_missions
Yesterday
Merge from naval_missions
Yesterday
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Yesterday
Add new dwellings to manifest
Yesterday
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
Yesterday
Remove accidentally comitted test script
Yesterday
Merge from parent
Yesterday
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
Yesterday
Print deep sea radiation amount in deepsea.printState command
Yesterday
Merge from naval_update
Yesterday
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
Yesterday
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid. Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
Yesterday
▇▅▅▅▆▌▄ ▆▍▌▆▆▆▆▉ ▋▄▉▌
Yesterday
Tweaked end of deep sea wipe radiations
Yesterday
Hooked up lights and exhaust effect
Yesterday
merge from naval_update
Yesterday
merge from naval_update/oilrig_boats
Yesterday
Missed one file
Yesterday
Possibly fixed NRE's when another player is placing a sail in range
Yesterday
wip deepsea transition grace period
Yesterday
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
Yesterday
Regen tropical 1 mesh chunks
Yesterday
█▅▆█▊▄█ ▋▌▉▋▍▉▇ ▊▅ ▌▄▇█▍▊▍ ▋▆▇▅█▍▍▌▇▅▄ ▍▇▄▅▌▋▇ ▍█▄▉▌
Yesterday
- Lerp properly - Dirty system - CLeanup fire system
Yesterday
merge from oilrig_boats
Yesterday
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
Yesterday
Small Engine lighting & FX
Yesterday
Large oil rig do not spawn PT boats, only rhibs