131,855 Commits over 4,232 Days - 1.30cph!
tweaked heart balloon text position
Cleaned out baked digital counter from the textures.
made metallic version of single balloon that doesnt use SSS
Fixed zipline editor NRE caused by floating city 4
removed redundant w_blueprint prefab
removed old textures/mats to avoid confusion
updated anims to fix clipping issues
Add serialization for lastEditLocalPos and lastEditLocalRot.
Should allow copy pasted boats to dock & edit without fucking up.
Also gonna need it for future changes.
Protobuf gen.
Added map marker to show the deep sea exit, when in the deep sea (placeholder styling)
Boat planner
- Set up viewmodel
- Set up dropped worldmodel
- prefab updates
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Hide boat building UI if there's a finished boat.
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naval_update -> scientist_boat_ai
Anyone authd to the wheel ca now demolish blocks (usual rules apply)
Add head animation support to the cannon
- Support local offset
- Setup with default 50 cal reload animation for now
Restored TwitchdropsTransformGroupManager
merge from skinviewer_tacticalgloves
Fixing skinning for 50 cal left mesh
Added tactical gloves skin viewer model
Updated skin viewer road sign gloves model (fixes the missing back faces)
Deleted old folder (cant do it in a single commit because plastic)
Moved all the skin viewer custom meshes into the skin viewer folder
Check if boat can be edited before dock and edit
turretsv2 -> naval_update 🎉
Compile fixes for shared aiming method
- Fix snapshot states not being replicated properly
- Fixed ai inconsistent aiming angles
Ready to merge
LCD related stuff & lighting
christmas wall- and ceilingpaper updates
Adding wick virtial position anim clip
Block accidental admin kills on floating cities and islands
Added tactical gloves to the skin viewer (will need a new posed mesh)
Lerp to 0,0 properly on reload (mostly affects the front turret)