135,205 Commits over 4,293 Days - 1.31cph!

60 Days Ago
Smoooooooth(er)
60 Days Ago
Cleaned up the front turret aiming system
60 Days Ago
added space station building skin sitem and hooked up - still needs icon
60 Days Ago
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60 Days Ago
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60 Days Ago
boat planner blueprints missing files
60 Days Ago
Phrase update
60 Days Ago
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60 Days Ago
Compile fix
60 Days Ago
Implement boat decay
60 Days Ago
Floating walkways - Fixed incorrect mesh in one of small plastic pieces. Simplified mesh colliders of remaining kit pieces.
60 Days Ago
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60 Days Ago
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60 Days Ago
more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
60 Days Ago
merge from main
60 Days Ago
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
60 Days Ago
Replicate seat changes of naval_update branch
60 Days Ago
Simplified collision on some floating walkway pieces, switched to box colliders
60 Days Ago
wall frames and floor frames models and prefabs setup fixed double gibs on ramps
60 Days Ago
naval_update -> pt_boat_turrets
60 Days Ago
cherry picking from turret_animation_alignment_fix
60 Days Ago
turret_animation_alignment_fix -> naval_update
60 Days Ago
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
60 Days Ago
fixed some broken steam id issues on xmas wallpaper
60 Days Ago
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
60 Days Ago
assigned xmas2025 wallpapers new steam ids as the old ones are now in use
60 Days Ago
merge from deep_sea
60 Days Ago
Removed the fat sphere collider enclosing the casino in floating city 4 S2P
60 Days Ago
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
60 Days Ago
Added floating city 4 to the deep sea
2 Months Ago
merge from naval_update
2 Months Ago
Reindeer antlers headband reposed
2 Months Ago
Set deep sea wipe cooldown default to 1 hour (was 2)
2 Months Ago
Reposed Outbreak Scientist
2 Months Ago
Merge from parent
2 Months Ago
merge from main, will need to re run skins
2 Months Ago
Changing lr300 space skin settings to fix splitting of mesh in fbx
2 Months Ago
christmas wallpaper textures and material
2 Months Ago
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
2 Months Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
2 Months Ago
Deepsea biome support for FoliageGrid/FoliagePlacement compute
2 Months Ago
Possibly fixed cannon getting rotated when mounting while it's parented to something
2 Months Ago
- Minor polish pass on some front turret behaviour - Restored AI on rear turret, front turret still needs a little work so I can't merge yet
2 Months Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
2 Months Ago
Removed old ballista colliders on cannon
2 Months Ago
- Fully client predict the front turret (new system allows me to get away with this) - Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise) - Restored seat updates
2 Months Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
2 Months Ago
Rewrote the reload system
2 Months Ago
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
2 Months Ago
Strip back all of the turret code: - Simpler prediction/reconcilliation - Got everything back to working again (except reloads) - Support for both turret types as usual