132,028 Commits over 4,232 Days - 1.30cph!

Yesterday
Don't show cannon health bar if mounted
Yesterday
Cannon set condition from health on pickup
Yesterday
Mark sails as orange on the deploy guide if they are going to be blocked
Yesterday
ghost ship ambient sounds and reverb zones
Yesterday
Recursion fix (woops)
Yesterday
Auto killed boats now wont drop loot Prevents oil rigs having dead scientist drops around
Yesterday
scientist_boat_ai -> naval_update
Yesterday
- Scientist boats can now save/load properly in all contexts - Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver - Fix oilrig scientist boat manager loading error - Simplify scientist boat loading
Yesterday
Fixed small ramp not cancelling animation when colliding with a player boat
Yesterday
Mark the cannon base as IsDynamic Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
Yesterday
building planner rolled out mesh for 3p view
Yesterday
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Yesterday
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Yesterday
Add tracer effects to Shotgun/Annabelle fired by NPCs Fixed rapidly loading models (dupes) affecting model translucency flags * Models now consistently get their translucency/twopass flags set, regardless of when they are loaded. Previously It was that opaque materials would be detected as translucent due to previous rendering operations, causing models to have wrong flags for the entire play session, and differ between play sessions. Try to occasionally compact pending sounds vector * Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out. Clear m_CompensatedEntities of invalid entities every second * To prevent server crash in highly unlikely scenario of nobody shooting a gun for centuries in the server
Yesterday
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Yesterday
very wip test
Yesterday
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Yesterday
santa_prop(scientist) repose
Yesterday
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Yesterday
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Yesterday
Missed file
Yesterday
local BBS pos/rot change as part of larger wip changes
Yesterday
Pilot hazmat repose
Yesterday
tweaked heart balloon text position
Yesterday
Cleaned out baked digital counter from the textures.
Yesterday
made metallic version of single balloon that doesnt use SSS
Yesterday
Fixed zipline editor NRE caused by floating city 4
Yesterday
Krieg Hazmat pose
Yesterday
merge from naval_update
Yesterday
removed redundant w_blueprint prefab
Yesterday
removed old textures/mats to avoid confusion
Yesterday
updated anims to fix clipping issues
Yesterday
Add serialization for lastEditLocalPos and lastEditLocalRot. Should allow copy pasted boats to dock & edit without fucking up. Also gonna need it for future changes. Protobuf gen.
Yesterday
Added map marker to show the deep sea exit, when in the deep sea (placeholder styling)
Yesterday
Boat planner - Set up viewmodel - Set up dropped worldmodel - prefab updates
Yesterday
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Yesterday
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Yesterday
Kick hazmat repose
Yesterday
merge from boat_building
Yesterday
▆▄▅▇▆ █▅▅▉▋▊▇ ▌▅▊▄▉▄▄▄▇▌▌.▇▄█▇▌▇▅▉▆▆█▋ (▇▉▌▋▋█ ▌▉▅▄ ▇▇ ▄▌█▉▉ █▅▅▇▆▋▇▌▅▇▌█ ▅█▄▇█▆▉ ▋▆ ▇▉▉▇▊▇+▋▅▆▄▌▊), ▄▋▅▆▇▅▋▉ ▍▉▅▄▅▄▊▆▍▊▉▍▋ ▇▅▉▊▍ ▉█▉ ▊▌▇▍▋▄▊ ▌▄ ▄▅▌▆ ▇▋██▆▊▊█▅ ▊█▍▌▋▊ - ▉▊▇▉▆ ▍▆▊▌▄ ▇▍▍▇▍ ▉▇▅▉
Yesterday
Sunglasses repose
Yesterday
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Yesterday
▊▅▄▋▍▌▌▊▅▉█▍▋▊▉▅▇ ▅▍▌ ▍▅▇▇▋ ▉ ▋▍▉ ▋█ █▄█▊▆▄▋▆ ▍▅▄▋▌█▊▇▍, ▉▄▅▆▇▉▉▉▌▋ ▍▇▅▌▅█▅ ▄▍▇▍▇ ▅▉▍▍ ▋▍▇▉▌ ▅▆▋ ██▉▆▅▉ ▌▅ ▇▆ ▌ ▌▌▇▍▇▊ █▋▍ ▄▆ ▍▊▆▇▌▊▅▇ ▌▌▅▇▇▋▍▌▌
Yesterday
▊▊▊▇▄▅ / ▍▊▍▌▄ █▇▉▅ ▍█▍▌ ▄▋▊▍ ▊▉▆▄▋ ▍▄▋▍ ▆▇▍
Yesterday
Hide boat building UI if there's a finished boat.
Yesterday
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Yesterday
Added tactical gloves
Yesterday
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Yesterday
naval_update -> scientist_boat_ai
Yesterday
Anyone authd to the wheel ca now demolish blocks (usual rules apply)