130,451 Commits over 4,140 Days - 1.31cph!
Added a collider on the game trace layer to spotlights
Chandelier world model fixes
Chandelier not deployable on deployed layer
Some tweaks to fluorescent light deploy volumes
additonally wall cabinet socket check to prevent placement/blocker windows
wall cabinet not in water check
wall cabinet:
stricter placement
Ground watch update - missing vehicle large
No longer researchable
Updated leather beanbag chair pickup, no longer fabric
beanbag crafting pass
beanbag volume updates
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mannequin:
low health
Slightly more agressive placement checks
crafting pass
desc update
No longer researchable
merge from naval_update -> deep_sea
merge from main -> naval_update
- stomped mannequin material changes on naval_update branch
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
merge from ui_mipmap_fixes
Tagged more item icons to use the UI mipmap group
Fixed mannequin losing its skins
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
LR and AK can be heard from 500 meters away
Try to find a free spawn location when entering the portal
- keep trying spots alongside the portal until a free one is found
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
Added LODs and COL for farm barge kiosk
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
cineamtic textures for clothing_mannequin and wall cabinet
merge from decor_lighting_dlc
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
merge compile error fixes to naval update
Floating city medical bay progress
Merged rope bridge
Lowered SSS on tarps
Fix server restart warning NRE
merge from deep_sea/portals -> deep_sea
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
Fix not being able to place barricades on train tracks when near/in a monument
Force mannequin to always use male body type
Move portal teleport code into DeepSeaManager.Portals.cs
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
Get portals enter & exit at the "same position" instead of always spawning player in the center
- switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition
- ensure entiites enter & exit portals at the same relative position (enter north side, exit north side)
- adjust the position of the portal when entering and exiting
adjusted mannequin collider so it cant put it's arms through walls
fix uppercase mannequin prefab paths
Disable more burst attributes for place entities offshore
merge compile error fixes to aux