133,742 Commits over 4,262 Days - 1.31cph!

10 Days 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
10 Days Ago
Prepping island 1
10 Days Ago
Sails wip
10 Days Ago
Damage FX. Added HealthVisuals. Setup on smallengine.
10 Days Ago
merge from naval_update
10 Days Ago
merge from parent
11 Days Ago
merge from main/space_station_weapon_skin
11 Days Ago
fix missing sound class and template assignments on space lr300 sound defs 🤔
11 Days Ago
make one specific damaged boat sting sound less stupid
11 Days Ago
merge from main/naval_update/floating_cities/island_ambience
11 Days Ago
couple minor volume tweaks
11 Days Ago
merge from main/naval_update
11 Days Ago
New sound for deep sea wipe alarm
11 Days Ago
Update tropical4 chunks
11 Days Ago
Update tropical3 chunks
11 Days Ago
Add warning for missing spawn groups instead of just silencing them
11 Days Ago
Volume changes on casino card area and foliage sounds removed
11 Days Ago
Remove leftover DamangeRenderer component on PlayerBoat
11 Days Ago
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
11 Days Ago
Merge from naval_missions
11 Days Ago
- 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
11 Days Ago
merge from main/naval_update/pt_boat_sounds
11 Days Ago
merge from main/naval_update
11 Days Ago
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
11 Days Ago
PlayerBoat.MaxVelocity is now a replicatedvar
11 Days Ago
merge from fix_batching_ghosting -> naval_update
11 Days Ago
Steering is no longer applied if anchored.
11 Days Ago
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
11 Days Ago
null check
11 Days Ago
Revert BoatBuildingStation.GetForPlayer changes
11 Days Ago
Remove unused function
11 Days Ago
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
11 Days Ago
Some cleanup.
11 Days Ago
missing null check
11 Days Ago
Add shield stats display to techtree selections
11 Days Ago
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
11 Days Ago
Boatbuilding UI: Only check vis every second,
11 Days Ago
Extra profiling
11 Days Ago
Relax IsMarkedForDeletion checks for Entity:Get functions
11 Days Ago
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.
11 Days Ago
Fix tropical underwater overlay logic issue
11 Days Ago
Regenerate tropical2
11 Days Ago
Fix dwelling NRE causing deep sea islands to not spawn fully.
11 Days Ago
Removed unused functions
11 Days Ago
merge from main/naval_update/floating_cities/island_ambience
11 Days Ago
Null check reloaded sound for cannons
11 Days Ago
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
11 Days Ago
11 Days Ago
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11 Days Ago
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit