132,121 Commits over 4,232 Days - 1.30cph!

7 Minutes Ago
Remove displacement manager from foliage tropical prefab (change was stomped in merge)
13 Minutes Ago
EntityParentSettings now runs when spawning an object via convar command Added a new toggle to trigger PostMapEntitySpawn on child objects, enabled on all of the floating cities
26 Minutes Ago
Correct serialized terrain size on island prefabs
1 Hour Ago
Removed a log
1 Hour Ago
Add Model components to Plank, Cannon, Steering Wheel, Anchor, Small Engine, Sail
1 Hour Ago
Fixed NRE when spawning VM's in deep sea after an hour of server uptime Disable dynamic pricing on deep sea vm's (they're not around long enough for prices to shift anyway)
2 Hours Ago
Naval + Indirect Instancing smoke test
2 Hours Ago
Also delete some duplicate textures
2 Hours Ago
Removed some duplicated mailbox assets in sail folder and duplicate PropRenderer component Fixed sail guide scale Fixed sail orange deploy guide logic not working due to rotation issues and client/server issues
2 Hours Ago
Compile fix
2 Hours Ago
merge from naval_update/deep_sea
3 Hours Ago
- FIxed PT boat not loading properly sometimes as it was marked as an 'invalid boat' when it couldnt get a reference to its storage area - Fixed weird piloted by ai bug when loading PT Boat - Lowered reload time from 15.3 to 15 seconds
3 Hours Ago
merge from naval_update/deep_sea
4 Hours Ago
Merge from main Stomp cake.entity.prefab due to incompatible changes, will need to be redone on this branch
rhib_fixes -> naval_update
Swap drybox to use mailbox sounds
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- Setup better detailed colliders on the RHIB (fixed window and console etc)
Today
Sails, engine and steering wheel rotation now snap to the cardinal directions of the boat blocks. R key 90 degree rotation increments applied on top, based on player & placement position. This keeps sails, engines and steering wheel aligned with boat blocks. Add support for Socket_Free to use target entity cardinal snapped rotation with R key rotation applied.
Remove logs on FindClosestPlayerTarget(), gate the rest behind if UNITY_EDITOR
Today
Various PT boat polish/lighting.
Today
merge from naval_update
Today
merge from naval_update
Today
merge from naval_update/island_scenes
Today
Smaller deep sea playable area (only tweaked the generation margins)
Today
Fixed deep sea weather fuckery, still not 100% working with vclouds
Today
Whitelist wall_single_shallow_shelf for playerboats and playerboat construction.
Today
Coconut spawn areas below palms on the islands.
Today
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
Today
Coconut related leftovers.
Today
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
Today
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
Today
Spawnpop. RNG'd coconut look. Manifest.
Today
Coconut world spawn entity
Today
Stop anchor rope always animating
Today
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
Today
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
Today
Fixed long boats not able to teleport to the deep sea Exit portal now needs to be crossed, like the entrance
Today
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pt_boat_turrets -> naval_update
- Flipped puinch (way nicer)
Today
Coconut localization.
pt_boat_turrets -> naval_update
Much better fov punch system - ditch the spring
Today
Coconut texture saturation tweak.
Today
Coconut setup
- Realignment of the right 50cal after merge - Adjustments to the muzzle position - Stop 'hands up' (DONT SHOOT) at the end of reloading
- More merge conflicts - Increased FOV punch
Deep sea portal partial (again)
Today
Allow indirect_instancing.debug to be toggled at runtime