130,733 Commits over 4,232 Days - 1.29cph!
Bring back turret aim lerping
Match LOD settings on new scientist outfit
Implementing a few suggestions from Graham:
- Move reconcilliation to Update loop
- Transform pivot angle relative to transform space rather than world space
- Make all of my reoncilliation/update use sensible values
- Variable everything
merge from ah_trajectory_mismatch_fix
Don't run the steering wheel angle calculation if a player isn't mounted to a steering wheel
FIxed the sail deploy guide test not taking into account the players custom rotation
GPU crash fix, NaN check in cloud raymarch
And include the player animation controller, that's kinda important
floor & floor.triangle snap directions
Adjusted frame range of steering anim, had 10 frames of no animation at end
Add validation between lighting the fuse and firing the cannon.
merge from islands to naval
Re-enable dynamic occlusion pausing by default again
merge from main -> fix_dynamic_occlusion_pausing
Rework target snapping so it can support triangles - a block can now provide snap directions.
Added IPlacementDirectionProvider.
merge from icon_renderer_path -> main
Allow path to be overwritten for PropRenderer
- allows it to skip the "update the item's icon"
Let's not insta kill a GhostShip when a playerboat drives into it (it's a big JunkPileWater)
added space station building skin back in to skins asset
merge from space_station_building_skin - restored sitem
restored space station building skin sitem
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Implement cooldown for deploy and edit. Also respects PlayerBoat.EditEnabled convar.
merge from birthday2025 -> main
Balloons polish
- fix spacing inconsistencies in UI
- fix being able to place signs on balloons
- add RPC/s limit
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Fix rare boat building UI nre when using enterdeepsea.
Wrapped ValidDismountPosition debug log in the debug convar.
Fixed couple of issues with viewmodel renderer on boat/building planner viewmodel
Cocoknight armor reposed fixes
Added toasts indicating the deep sea is about to close, broadcasted to all players in the deep sea
Also added alarm sounds playing from floating cities (using oil rig alarm as a placeholder)
Boats now powerdown on death.
Boat specific deployables no longer interactable with when the boat is dead.
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