130,527 Commits over 4,232 Days - 1.29cph!
Small engine deployment guide fixes.
Fucking plastic selecting my hidden changes by default ffs
Set the deep sea fallback exit position as the entrance portal position (if it exists), instead of the beach
Teleporting a boat to the beach isn't going well
Refactor some invoking.
Remove some debug logging.
Animation polish pass for both 50cal guns
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Show a game tip the first three times you mount a steering wheel, prompting the player to look at the middle of the wheel for options.
Re-center all chunk transforms to fix MeshLOD being stuck on LOD2,
Add recentering to the tool + the post processing of chunks.
S2P Tropical 1-4
Fixed Update Skin List not generating redirect skins for the LR 300. It needed the hack to workaround its messed up shortname
Also fixed the SteamInventoryItemEditor "wrong isRedirectOf" warning
ambience emitter changes and added ambience trigger script
Reduced the size of the secondary interaction collider for the steering wheel so that you have to look at the center of a finished boat's wheel (only when mounted) to see the menu options. Stops them popping up and interferring when just steering.
Ton of other misc wheel interaction/menu fixes.
merge from birthday2025 -> main
Fix deploy animations not working
- Add the same fix to turn on / turn off and set hold type
More balloon fixes
- fixed tooltips leftover from radio menu
- fixed balloons being stackable on top of each other
- fixed error spam when dropping in-world
- combined menu from 2 colour pickers into 1 with toggle switcher
space weapon skin file and steam id - needs fixing to be skinnable yet
PT Boat cabin light addition
Added Salvaged Cleaver Worldmodel
XXL seamless artist canvas paintable WIP and tests
Fixing skinning for ammo box on 50 cal single rig
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- set boat/building planner to use viewmodel renderer
mat/texture/folder organisation
Fixed RenderedLOD hiding all LODs when using skinned mesh renderers
set 3p boat & building planner, added 3p anims
Merge from naval_missions
removed all textures/materials
Remove using from MapMarkerMissionProvider
Increased deep sea exit portal depth, matches the entrance portal
When entering the deep sea, we now teleport the players inside the portal instead of at the edge
Small engine detailed colliders.
Merge from naval_missions
Updated Prefab to re-include sensor rotation
Fix steering wheel art not getting removed from server.
Mission map objective markers now work with the deep sea exit marker for objectives that lead you out of the deep sea
Client now requests update to what available missions they have when:
- Accepting a new mission
- Opening the map
- Toggling visibility of mission provider markers in map
- Deep sea opens whilst map is open
Requests are RPC rate limited
corrected island fudge radius for shore vectors that was adding a lot of noise around islands shore vectors and a visible seam
Fixing skinning for 50 cal right rig
Set all ghost ship lights to important, trying to fix the flickering shadows