userJake_Richcancel
branchrust_reboot/main/naval_update/deep_seacancel

26 Commits over 31 Days - 0.03cph!

Yesterday
merge from naval_update -> deep_sea
6 Days Ago
merge from naval_update -> deep_sea
13 Days Ago
merge from deep_sea/networking -> deep_sea
15 Days Ago
merge from deep_sea/portals -> deep_sea
16 Days Ago
merge from naval_update -> deep_sea
16 Days Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
16 Days Ago
merge from deep_sea/portals -> deep_sea
16 Days Ago
merge from deep_sea/portals -> deep_sea
17 Days Ago
Include all the other prefabs updated when generating manifest
17 Days Ago
Update manifest
17 Days Ago
Fix compile errors
17 Days Ago
Update protobuf
17 Days Ago
Commit AK FBX that keeps being reserialized
17 Days Ago
merge from deep_sea/portals -> deep_sea
17 Days Ago
Codegen
17 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
20 Days Ago
Commit .meta files for floating walkways too
20 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
20 Days Ago
Show name of prefab inside `FindPrefab` profiler scope - inside `LoadFromResources` and `PrefabPreProcess.Process` scopes so we can see what entities are specifically taking time to initialize when loading (in craggy)
20 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
20 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
21 Days Ago
Compile fix
21 Days Ago
merge from deep_sea/collider_debug -> deep_sea
22 Days Ago
merge from deep_sea/networking -> deep_sea
22 Days Ago
merge from deep_sea/spawn_command -> deep_sea
22 Days Ago
make deep_sea branch a sub-branch of the naval update