132,381 Commits over 4,232 Days - 1.30cph!
single 50cal turret mount/dismount changes
merge from space_checking_ore_spawners -> main
- Client auth with server validation (server auth and client prediction doesnt work for waves)
- New setup for handling input validation
- Setup force system for updates
- Cleanup and remove some of the bloat thats developed
Changed modding lootables ore spawners to ensure there are no deployables/construction objects in their space before spawning.
- Added duplicate prefabs with suffix _nsc that do not have this check, for those who do not want this new functionality
Space LR300 - updated worldmodel with LODs
Implement player boat code lock entry blocking after too many incorrect guesses.
Fixed spawnislandhere, spawnghostshiphere and spawnfloatingcityhere commands not triggering EntityParentSettings
Do not save the boats spawned by ghost ship hackable crates
merge from hackablecrate_boats_fix
Variable Zoom Scope LOD0 Refresh
Added a null check in EnableScientistBrains for safety
Fixed loading issue with ghost ship hackable crates
Changed how we spawn the AI boats when starting to hack a ghost ship crate
edited vm lr300 space anims
Fixes and optimisations for can accept mission checks
ore box updated with preliminary material and baked lowpoly geo
Holding shift disables rotation snapping
exported updated lr300 3p anims
re-added decal mask 0 to space station skin
removed TOD lighting from balloon prefabs again and set it on the text shader instead
subtracting
137641 - got errors on play
Fixed deep sea exit portal compass marker going crazy when entering the portal
Added an option to the TMP depth offset shader materials for applying scene lighting
balloon skinviewer 3d model and prefab
Merge from boat_deployables_rotation_snap_improvements
Merge from wheel_fixes_wip
Fix waiting for reload bugs
enabled tintbytimeofday on balloons
Changes on the trigger emitter script and change on casino area emitters
Sunglasses Blocky reposed
Fix incorrect overriden terrainSizes in island prefabs, and remove displacement manager from tropical foliage spawns
Add editor option terrainIgnoreDeepseaFlag to DeepSeaEditorScene to use source terrain textures instead of deepsea textures (which have not been created) when forcing deepsea
Reduced boat building UI scale
Restored deep sea islands terrain mesh layers, needs to be Terrain
S2P all islands
Fixed not being able to place deployable bypassing build permission on boats you're aren't authed on, in the deep sea (ladders)