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155,208 Commits over 4,536 Days - 1.43cph!

1 Year Ago
Compile fix
1 Year Ago
scientist_rhib_gameplay_pass_2 -> naval_update
1 Year Ago
Can no longer insert items into the production slot of the chicken coop
1 Year Ago
Make the PT boat turret immortal for good measure
1 Year Ago
More loot changes
1 Year Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
1 Year Ago
Merge from oct2025_merge
1 Year Ago
Add PlayerAnimation_premerge_oct2025 controller for reference
1 Year Ago
Merge from oct2025_merge
1 Year Ago
Mark clothing fbx's as non r/w
1 Year Ago
Merge from main Stomped player animation controller changes (sorry)
1 Year Ago
boat_ai_optimisations_2 -> naval_update
1 Year Ago
Increase interest intensity
1 Year Ago
Fix boken avoidance logic after our move to jobs
1 Year Ago
boat_ai_optimisations -> naval_update
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
boat_ai_optimisations_2 -> naval_update
1 Year Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
1 Year Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
1 Year Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
1 Year Ago
boat_ai_optimisations -> naval_update
1 Year Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
1 Year Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
1 Year Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
1 Year Ago
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1 Year Ago
merge from main -> hotbar_food_eating
1 Year Ago
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
1 Year Ago
1 Year Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
1 Year Ago
skull torch setup
1 Year Ago
merge from cannon_animation
1 Year Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
1 Year Ago
1 Year Ago
merge from naval_update
1 Year Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
1 Year Ago
merge from copy_paste_boats -> naval_update
1 Year Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
1 Year Ago
entity updates
1 Year Ago
entity updates
1 Year Ago
skinning knife and shovel entity updates (offsets to line up with pose)
1 Year Ago
Added floating city 2 in the deep sea
1 Year Ago
merge from naval_update
1 Year Ago
merge from naval_update/floating_cities
1 Year Ago
S2P floating city 1 and 2
1 Year Ago
merge from naval_update
1 Year Ago
merge from ghost_ship_parenting -> deep_sea
1 Year Ago
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
1 Year Ago
Preserve meshCache old behaviour by adding submesh tris to another field