133,000 Commits over 4,232 Days - 1.31cph!

1 Hour Ago
Can specify chance of enabling effect. Add a random delay on enabling.
1 Hour Ago
Coords for ore spawners on 1
2 Hours Ago
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3 Hours Ago
Hidden items have been removed from the item list. (removed a bunch of the junk items) if the item is stackable, you'll recieve a random amount between 1 and the max stack size.
3 Hours Ago
Bridged jump puzzles for these deep sea ruins.
3 Hours Ago
Terrain adjustment for dwellings.
4 Hours Ago
Cherrypick from 138740 (fix player teams error in kill entity mission event)
4 Hours Ago
Merge from naval_missions
4 Hours Ago
- Don't process 'kill entity' mission events if the kill came from a suicide - When processing kill entity mission events replace the checks for InATeam() (which was checking current team ID value) with a check that the current team is not null - Add a guard and warning log to InATeam() in case current team ID is valid but Team is null. After removing my usages there is nothing else presently using this function
5 Hours Ago
Prepping island 1
Today
Sails wip
Today
Damage FX. Added HealthVisuals. Setup on smallengine.
Today
merge from naval_update
Today
merge from parent
Today
merge from main/space_station_weapon_skin
Today
fix missing sound class and template assignments on space lr300 sound defs 🤔
Today
make one specific damaged boat sting sound less stupid
Today
merge from main/naval_update/floating_cities/island_ambience
Today
couple minor volume tweaks
Today
merge from main/naval_update
Today
New sound for deep sea wipe alarm
Today
Update tropical4 chunks
Today
Update tropical3 chunks
Today
Add warning for missing spawn groups instead of just silencing them
Today
Volume changes on casino card area and foliage sounds removed
Today
Remove leftover DamangeRenderer component on PlayerBoat
Today
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
Merge from naval_missions
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions - Also fixed objective map and compass markers for those missions not working as they should - Fix being able to focus on invisible objective map markers
Today
merge from main/naval_update/pt_boat_sounds
Yesterday
merge from main/naval_update
Yesterday
pt boat gunshot tweaks and distant shots pt boat uses silent water-enter-exit splash in buoyancy so it stops making so many squishy sounds
Yesterday
PlayerBoat.MaxVelocity is now a replicatedvar
Yesterday
merge from fix_batching_ghosting -> naval_update
Yesterday
Steering is no longer applied if anchored.
Yesterday
Fix Render batching occasionally persisting after the prefab is deleted - caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
Yesterday
null check
Yesterday
Revert BoatBuildingStation.GetForPlayer changes
Yesterday
Remove unused function
Yesterday
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
Yesterday
Some cleanup.
Yesterday
missing null check
Yesterday
Add shield stats display to techtree selections
Yesterday
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
Yesterday
Boatbuilding UI: Only check vis every second,
Yesterday
Extra profiling
Yesterday
Relax IsMarkedForDeletion checks for Entity:Get functions
Yesterday
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
Yesterday
Fix tropical underwater overlay logic issue
Yesterday
Regenerate tropical2