155,615 Commits over 4,536 Days - 1.43cph!

10 Months Ago
- Fix rear turret (that was a pain) - Fix front turret screenshake going crazy
10 Months Ago
Cache blockages in all directions, saves a bunch of time for fx management
10 Months Ago
Remove wake from parent boat Add wake to child blocks Only enable if above a certain velocity and there is a clear space in the opposite direction of the boats velocity Add some time and distance gating, only update splash fx every 0.25s and if within 50m of the player
10 Months Ago
- Fix AI beig a bit awkward with the new aiming system - Send snapshots in the right space - Don't use the interpolator when reconcilling - Fix incorrect forward directions after changing those space transforms - Missed HasAuthority check
10 Months Ago
play a sound when finishing building from the steering wheel
10 Months Ago
modular boat engine reverse sound
10 Months Ago
Compile fixes
10 Months Ago
- Fix client trying to override the reoncilliation when reloading
10 Months Ago
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10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Don't bother looking for passengers if we're trying to teleport a BasePlayer
10 Months Ago
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10 Months Ago
Fixed weather changing abruptly when entering the deep sea exit portal Compile fix
10 Months Ago
- Revised all of the World -> Turret space angle projection math - Prefix a bunch of variables with their 'space' eg world or turret - Rewrite some of the rotation code - Fix some bugs with stuttery or locked rotation (spinning us around sometimes)
10 Months Ago
play deploy effect when rotating sail
10 Months Ago
10 Months Ago
Add splash fx to triangle hull pieces
10 Months Ago
merge from naval_update
10 Months Ago
only play water sounds if modular boat is actualy in the water
10 Months Ago
modular boat sinking and ambient low health sounds
10 Months Ago
Fixed snow inside the entrance deep sea portal
10 Months Ago
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10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Improved the deep sea billboards spawning positions
10 Months Ago
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
10 Months Ago
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
10 Months Ago
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10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Fixed phrase conflicts
10 Months Ago
Teleport trigger can also show toats
10 Months Ago
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
10 Months Ago
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
10 Months Ago
Merge from parent
10 Months Ago
Merge from parent
10 Months Ago
Fix server/none compile error in MeshTerrainRootRuntimeObject
10 Months Ago
Mark steering anim as non-looping, fixes it flipping over when at 1
10 Months Ago
Merge from naval_missions
10 Months Ago
Merge from naval_missions
10 Months Ago
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
10 Months Ago
Add new dwellings to manifest
10 Months Ago
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
10 Months Ago
Remove accidentally comitted test script
10 Months Ago
Merge from parent
10 Months Ago
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
10 Months Ago
Print deep sea radiation amount in deepsea.printState command
10 Months Ago
Merge from naval_update
10 Months Ago
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
10 Months Ago
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid. Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.