131,797 Commits over 4,232 Days - 1.30cph!
Floating walkways - Fixed incorrect mesh in one of small plastic pieces. Simplified mesh colliders of remaining kit pieces.
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more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
Replicate seat changes of naval_update branch
Simplified collision on some floating walkway pieces, switched to box colliders
wall frames and floor frames models and prefabs setup
fixed double gibs on ramps
naval_update -> pt_boat_turrets
cherry picking from turret_animation_alignment_fix
turret_animation_alignment_fix -> naval_update
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
fixed some broken steam id issues on xmas wallpaper
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
assigned xmas2025 wallpapers new steam ids as the old ones are now in use
Removed the fat sphere collider enclosing the casino in floating city 4
S2P
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
Added floating city 4 to the deep sea
Reindeer antlers headband reposed
Set deep sea wipe cooldown default to 1 hour (was 2)
Reposed Outbreak Scientist
merge from main, will need to re run skins
Changing lr300 space skin settings to fix splitting of mesh in fbx
christmas wallpaper textures and material
colliders for core blocks
custom normals finish on blocks that need it
conditional corners setup + models
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
Deepsea biome support for FoliageGrid/FoliagePlacement compute
Possibly fixed cannon getting rotated when mounting while it's parented to something
- Minor polish pass on some front turret behaviour
- Restored AI on rear turret, front turret still needs a little work so I can't merge yet
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
Removed old ballista colliders on cannon
- Fully client predict the front turret (new system allows me to get away with this)
- Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise)
- Restored seat updates
Fix mesh creation with border meshes
Calculate instance offsets when LOD factor is updated
Combine per LOD compute into singular dispatch
Rewrote the reload system
Fix a MountedWeapon NRE
Add a crosshair to the cannon and a better description
Strip back all of the turret code:
- Simpler prediction/reconcilliation
- Got everything back to working again (except reloads)
- Support for both turret types as usual
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference
Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
merge from fix_cui_update_texture -> main
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor
- doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
- Lerp state rather than trying to force it (feels way better to aim with)
- Only calculate time different once (states times dont line up)
- Store states in local time instead
- Of course we have to add the time difference offset (in order to find the right state), not take away