132,319 Commits over 4,232 Days - 1.30cph!

Yesterday
Correct serialized terrain size on island prefabs
Yesterday
Removed a log
Yesterday
Add Model components to Plank, Cannon, Steering Wheel, Anchor, Small Engine, Sail
Yesterday
Fixed NRE when spawning VM's in deep sea after an hour of server uptime Disable dynamic pricing on deep sea vm's (they're not around long enough for prices to shift anyway)
Yesterday
Naval + Indirect Instancing smoke test
Yesterday
Also delete some duplicate textures
Yesterday
Removed some duplicated mailbox assets in sail folder and duplicate PropRenderer component Fixed sail guide scale Fixed sail orange deploy guide logic not working due to rotation issues and client/server issues
Yesterday
Compile fix
Yesterday
merge from naval_update/deep_sea
Yesterday
- FIxed PT boat not loading properly sometimes as it was marked as an 'invalid boat' when it couldnt get a reference to its storage area - Fixed weird piloted by ai bug when loading PT Boat - Lowered reload time from 15.3 to 15 seconds
Yesterday
merge from naval_update/deep_sea
Yesterday
Merge from main Stomp cake.entity.prefab due to incompatible changes, will need to be redone on this branch
Yesterday
rhib_fixes -> naval_update
Yesterday
Swap drybox to use mailbox sounds
Yesterday
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Yesterday
- Setup better detailed colliders on the RHIB (fixed window and console etc)
Yesterday
Sails, engine and steering wheel rotation now snap to the cardinal directions of the boat blocks. R key 90 degree rotation increments applied on top, based on player & placement position. This keeps sails, engines and steering wheel aligned with boat blocks. Add support for Socket_Free to use target entity cardinal snapped rotation with R key rotation applied.
Yesterday
Remove logs on FindClosestPlayerTarget(), gate the rest behind if UNITY_EDITOR
Yesterday
Various PT boat polish/lighting.
Yesterday
merge from naval_update
Yesterday
merge from naval_update
Yesterday
merge from naval_update/island_scenes
Yesterday
Smaller deep sea playable area (only tweaked the generation margins)
Yesterday
Fixed deep sea weather fuckery, still not 100% working with vclouds
Yesterday
Whitelist wall_single_shallow_shelf for playerboats and playerboat construction.
Yesterday
Coconut spawn areas below palms on the islands.
Yesterday
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
Yesterday
Coconut related leftovers.
Yesterday
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
Yesterday
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands Remove tutorial island spawn position if they are on the deep sea entrance portal side
Yesterday
Spawnpop. RNG'd coconut look. Manifest.
Yesterday
Coconut world spawn entity
Yesterday
Stop anchor rope always animating
Yesterday
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast Also fixes them leaking after a server restart Added buoys alongside the exit portal too
Yesterday
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed Terminal entity was killed before the wheel entity
Yesterday
Fixed long boats not able to teleport to the deep sea Exit portal now needs to be crossed, like the entrance
2 Days Ago
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2 Days Ago
pt_boat_turrets -> naval_update
2 Days Ago
- Flipped puinch (way nicer)
2 Days Ago
Coconut localization.
2 Days Ago
pt_boat_turrets -> naval_update
2 Days Ago
Much better fov punch system - ditch the spring
2 Days Ago
Coconut texture saturation tweak.
2 Days Ago
Coconut setup
2 Days Ago
- Realignment of the right 50cal after merge - Adjustments to the muzzle position - Stop 'hands up' (DONT SHOOT) at the end of reloading
2 Days Ago
- More merge conflicts - Increased FOV punch
2 Days Ago
Deep sea portal partial (again)
2 Days Ago
Allow indirect_instancing.debug to be toggled at runtime
2 Days Ago
50cal_Animations -> pt_boat_turrets
2 Days Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property