132,712 Commits over 4,232 Days - 1.31cph!

Yesterday
killed wind height bend factors on snowy overgrowth - makes dancing bushes
Yesterday
fixed moved AC tubes in cave_large_sewers
Yesterday
wind amplitude from arid/temperate applied to tundra grasses
Yesterday
removed renderer batch selectively on floating junkpiles crates
Yesterday
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Yesterday
Fix NRE when Indirect Instancing is disabled
Yesterday
auto updated mats and metas from old versions of editor
Yesterday
Include light colour term in thin transmission mode
Yesterday
turret_fixes -> naval_update
Yesterday
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
Yesterday
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Yesterday
Fix Indirect Instancing accidentally being enabled by default
Yesterday
Resort 50 cal left after the merge
Yesterday
Convert confetti cannon to meshlod Switch pfx_confetti material to Particles/Standard Surface as the rust standard material is no longer compatible with particles
Yesterday
naval_update -> turret_fixes
Yesterday
Fix compile errors, re-enable navmesh obstacles on ships, disable navmesh surfaces on all the other ships
Yesterday
- More seat adjustments
Yesterday
Try out seat relative position re-sync update
Yesterday
Merge from boat_building
Yesterday
Merge from boat_building/effects
Yesterday
Bring down reload to like 14.7
Yesterday
Adjust angle for better triangle fit Start/stop the particles instead of enabling/disabling
Yesterday
Reorient seat in the turret Better eye pos
Yesterday
Yesterday
merge from main/naval_update/modular_boat_sounds
Yesterday
Reorient seat in gun space
Yesterday
merge from main/naval_update
Yesterday
- Only update server seat if no client auth
Yesterday
Compile fix
Yesterday
update from naval_update
Yesterday
minor steering wheel sound tweaks
Yesterday
- Remove debug logs - Remove ddraw
Yesterday
- Missing
Yesterday
- Fix rear turret (that was a pain) - Fix front turret screenshake going crazy
Yesterday
Cache blockages in all directions, saves a bunch of time for fx management
Yesterday
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
Yesterday
- 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
Yesterday
play a sound when finishing building from the steering wheel
Yesterday
modular boat engine reverse sound
Yesterday
Compile fixes
Yesterday
- Fix client trying to override the reoncilliation when reloading
Yesterday
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Yesterday
merge from naval_update/deep_sea
Yesterday
Don't bother looking for passengers if we're trying to teleport a BasePlayer
Yesterday
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Yesterday
Fixed weather changing abruptly when entering the deep sea exit portal Compile fix
Yesterday
- 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)
Yesterday
play deploy effect when rotating sail
Yesterday
Yesterday
Add splash fx to triangle hull pieces