132,735 Commits over 4,232 Days - 1.31cph!

Yesterday
- Only update server seat if no client auth
Yesterday
Compile fix
Yesterday
update from naval_update
Yesterday
minor steering wheel sound tweaks
Yesterday
- Remove debug logs - Remove ddraw
Yesterday
- Missing
Yesterday
- Fix rear turret (that was a pain) - Fix front turret screenshake going crazy
Yesterday
Cache blockages in all directions, saves a bunch of time for fx management
Yesterday
Remove wake from parent boat Add wake to child blocks Only enable if above a certain velocity and there is a clear space in the opposite direction of the boats velocity Add some time and distance gating, only update splash fx every 0.25s and if within 50m of the player
Yesterday
- Fix AI beig a bit awkward with the new aiming system - Send snapshots in the right space - Don't use the interpolator when reconcilling - Fix incorrect forward directions after changing those space transforms - Missed HasAuthority check
Yesterday
play a sound when finishing building from the steering wheel
Yesterday
modular boat engine reverse sound
Yesterday
Compile fixes
Yesterday
- Fix client trying to override the reoncilliation when reloading
Yesterday
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Yesterday
merge from naval_update/deep_sea
Yesterday
Don't bother looking for passengers if we're trying to teleport a BasePlayer
Yesterday
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Yesterday
Fixed weather changing abruptly when entering the deep sea exit portal Compile fix
Yesterday
- Revised all of the World -> Turret space angle projection math - Prefix a bunch of variables with their 'space' eg world or turret - Rewrite some of the rotation code - Fix some bugs with stuttery or locked rotation (spinning us around sometimes)
Yesterday
play deploy effect when rotating sail
Yesterday
Yesterday
Add splash fx to triangle hull pieces
Yesterday
merge from naval_update
Yesterday
only play water sounds if modular boat is actualy in the water
Yesterday
modular boat sinking and ambient low health sounds
Yesterday
Fixed snow inside the entrance deep sea portal
Yesterday
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Yesterday
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Yesterday
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Yesterday
merge from naval_update/deep_sea
Yesterday
Improved the deep sea billboards spawning positions
Yesterday
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
Yesterday
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
Yesterday
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Yesterday
merge from naval_update/deep_sea
Yesterday
Fixed phrase conflicts
Yesterday
Teleport trigger can also show toats
Yesterday
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
Yesterday
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
Fix server/none compile error in MeshTerrainRootRuntimeObject
Yesterday
Mark steering anim as non-looping, fixes it flipping over when at 1
Yesterday
Merge from naval_missions
Yesterday
Merge from naval_missions
Yesterday
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Yesterday
Add new dwellings to manifest
Yesterday
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
Yesterday
Remove accidentally comitted test script