132,340 Commits over 4,232 Days - 1.30cph!
Sunglasses Blocky reposed
Fix incorrect overriden terrainSizes in island prefabs, and remove displacement manager from tropical foliage spawns
Add editor option terrainIgnoreDeepseaFlag to DeepSeaEditorScene to use source terrain textures instead of deepsea textures (which have not been created) when forcing deepsea
Reduced boat building UI scale
Restored deep sea islands terrain mesh layers, needs to be Terrain
S2P all islands
Fixed not being able to place deployable bypassing build permission on boats you're aren't authed on, in the deep sea (ladders)
Optmizied remaining improvised walkway colliders
Removed all the wallpaper sockets from boat building blocks
auth_radius and deauth_radius commands work with player boats
Optimized improvised walkway colliders
radtown crates birthday balloons setup
Setup Smoke Grenade and Supply Signal Remake Folders
Added Smoke Grenade and Supply Signal Remake Textures, Viewmodel, Worldmodel
Setup Smoke Grenade and Supply Signal Remake Materials
Send update immediately for cooldown.
Updating small engine rig with combined mesh
edited lr300 space vm anims and exported 3p reload/deploy anims and linked to new lr300 holdtype controller
updating single 50cal clips and emtpy ammo pose
Update attack animations on front 50cal
expanded floating cities shore vectors
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fixed some trims on triangle up mesh
fixed triangle roof prefab cull distance
re-applied roof conditional fix
slimmer half wall
killed the beautiful window frame depth for embrasures
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
* Fix lights at monuments always visually on
* Fix levers not animating properly
Possibly fixed scaling of island map markers in deep sea
Fixed markers not working properly after a server restart
Add a check for cannon update parameters errors if the playable graph isn't ready.
- Swapped server IsReload toggle over to a coroutine
-- Invoke Handler was waiting double the time on the serverside
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
- Try moving everything over to update (on the lerping side)
- Server sends an aim packet everytime it receives an input rather than checking difference before sending
tentative cannon reload sounds (still some weirdness with an animation event firing when it shouldn't be)
cannon fuse sound
naval_update -> turret_fixes
- Compile errors
- Reduced rear screenshake
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
merge from field_mismatch_fix
Fixed CLIENT only serialized field in UI_Store
Fixed blank picture frame in casino not culling at all
Fixed parasol on casino deck not culling at all
Add screenshake to the front and rear turret so they don't feel lifeless