135,807 Commits over 4,293 Days - 1.32cph!

2 Months Ago
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2 Months Ago
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2 Months Ago
Compile fix
2 Months Ago
- Reroute reload to just play on receiving the RPC, simplifies everything and it lines up the animation better (prevents that offset bug where the turret would play offset to the player reload animations) - Resetup the power bar
2 Months Ago
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.
2 Months Ago
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
2 Months Ago
Merge from ptboat_lightingfx
2 Months Ago
Finalized
2 Months Ago
Remove ramp sockets from hulls
2 Months Ago
Fixed Get Network Time compile error
2 Months Ago
Revert hull_square, fucked it.
2 Months Ago
Mege from parent
2 Months Ago
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2 Months Ago
merge from boat_building
2 Months Ago
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2 Months Ago
Fixed scientist boat groups accumulating near large oil rig after puzzle resets
2 Months Ago
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2 Months Ago
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2 Months Ago
Scene2prefab on all floating cities
2 Months Ago
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2 Months Ago
casino creak sounds and volume changes
2 Months Ago
Fixed boat scientist all sleeping when the boat driver dies
2 Months Ago
Casino barge optimization / culled the entire exterior of the casino barge when you get inside Split the casino prefab into two, so that bottom half of the casino that you can't see gets culled when you get inside Various lighting optimizations
2 Months Ago
Optimized several light prefabs used in the casino / reduced number of bounce lights they use
2 Months Ago
Play codelock effects/sounds for steering wheel
2 Months Ago
boat steering anim update
2 Months Ago
single 50cal turret mount/dismount changes
2 Months Ago
merge from space_checking_ore_spawners -> main
2 Months Ago
- 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
2 Months Ago
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
2 Months Ago
Diving Mask repose
2 Months Ago
Space LR300 - updated worldmodel with LODs
2 Months Ago
Implement player boat code lock entry blocking after too many incorrect guesses.
2 Months Ago
Fixed spawnislandhere, spawnghostshiphere and spawnfloatingcityhere commands not triggering EntityParentSettings
2 Months Ago
Do not save the boats spawned by ghost ship hackable crates
2 Months Ago
merge from hackablecrate_boats_fix
2 Months Ago
Variable Zoom Scope LOD0 Refresh
2 Months Ago
Added a null check in EnableScientistBrains for safety
2 Months Ago
Fixed loading issue with ghost ship hackable crates Changed how we spawn the AI boats when starting to hack a ghost ship crate
2 Months Ago
edited vm lr300 space anims
2 Months Ago
Fixes and optimisations for can accept mission checks
2 Months Ago
ore box updated with preliminary material and baked lowpoly geo
2 Months Ago
merge from deep_sea
2 Months Ago
Cocoknight armor repose
2 Months Ago
merge from boat_building
2 Months Ago
Holding shift disables rotation snapping
2 Months Ago
exported updated lr300 3p anims
2 Months Ago
re-added decal mask 0 to space station skin
2 Months Ago
Merge from parent
2 Months Ago
merge from boat_building