132,212 Commits over 4,232 Days - 1.30cph!

Today
Compile fix
Today
merge from naval_update/deep_sea
- FIxed PT boat not loading properly sometimes as it was marked as an 'invalid boat' when it couldnt get a reference to its storage area - Fixed weird piloted by ai bug when loading PT Boat - Lowered reload time from 15.3 to 15 seconds
Today
merge from naval_update/deep_sea
Today
Merge from main Stomp cake.entity.prefab due to incompatible changes, will need to be redone on this branch
rhib_fixes -> naval_update
Swap drybox to use mailbox sounds
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- Setup better detailed colliders on the RHIB (fixed window and console etc)
Today
Sails, engine and steering wheel rotation now snap to the cardinal directions of the boat blocks. R key 90 degree rotation increments applied on top, based on player & placement position. This keeps sails, engines and steering wheel aligned with boat blocks. Add support for Socket_Free to use target entity cardinal snapped rotation with R key rotation applied.
Remove logs on FindClosestPlayerTarget(), gate the rest behind if UNITY_EDITOR
Today
Various PT boat polish/lighting.
Today
merge from naval_update
Today
merge from naval_update
Today
merge from naval_update/island_scenes
Today
Smaller deep sea playable area (only tweaked the generation margins)
Yesterday
Fixed deep sea weather fuckery, still not 100% working with vclouds
Yesterday
Whitelist wall_single_shallow_shelf for playerboats and playerboat construction.
Yesterday
Coconut spawn areas below palms on the islands.
Yesterday
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
Yesterday
Coconut related leftovers.
Yesterday
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
Yesterday
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands Remove tutorial island spawn position if they are on the deep sea entrance portal side
Yesterday
Spawnpop. RNG'd coconut look. Manifest.
Yesterday
Coconut world spawn entity
Yesterday
Stop anchor rope always animating
Yesterday
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast Also fixes them leaking after a server restart Added buoys alongside the exit portal too
Yesterday
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed Terminal entity was killed before the wheel entity
Yesterday
Fixed long boats not able to teleport to the deep sea Exit portal now needs to be crossed, like the entrance
Yesterday
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Yesterday
pt_boat_turrets -> naval_update
Yesterday
- Flipped puinch (way nicer)
Yesterday
Coconut localization.
Yesterday
pt_boat_turrets -> naval_update
Yesterday
Much better fov punch system - ditch the spring
Yesterday
Coconut texture saturation tweak.
Yesterday
Coconut setup
Yesterday
- Realignment of the right 50cal after merge - Adjustments to the muzzle position - Stop 'hands up' (DONT SHOOT) at the end of reloading
Yesterday
- More merge conflicts - Increased FOV punch
Yesterday
Deep sea portal partial (again)
Yesterday
Allow indirect_instancing.debug to be toggled at runtime
Yesterday
50cal_Animations -> pt_boat_turrets
Yesterday
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
Yesterday
merge from naval_update
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Compile fix
Yesterday
naval_update -> scientist_boat_ai
Yesterday
pt_boat_turrets -> naval_update
Yesterday
- Remove LOS checks for aggro - Increase PT Boat aggro to 250
Yesterday
Removed default save name from craggy