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Small Engine lighting & FX
Large oil rig do not spawn PT boats, only rhibs
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
Now rename them so they match the order they get dynamically set to
Rename buoyancy transforms so I can tell which side is which
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Can now specify a list of items that will get destroyed on boath death.
Added embrasures.
Don't instantly break doors/windows/embrasures on boat death, wait 15 seconds.
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- Reroute reload to just play on receiving the RPC, simplifies everything and it lines up the animation better (prevents that offset bug where the turret would play offset to the player reload animations)
- Resetup the power bar
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.
- Swap reload to be fully serverside
- Fixing 'isreload' flag being set in the wrong places
Merge from ptboat_lightingfx
Remove ramp sockets from hulls
Fixed Get Network Time compile error
Revert hull_square, fucked it.
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Fixed scientist boat groups accumulating near large oil rig after puzzle resets
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Scene2prefab on all floating cities
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casino creak sounds and volume changes
Fixed boat scientist all sleeping when the boat driver dies
Casino barge optimization / culled the entire exterior of the casino barge when you get inside
Split the casino prefab into two, so that bottom half of the casino that you can't see gets culled when you get inside
Various lighting optimizations
Optimized several light prefabs used in the casino / reduced number of bounce lights they use
Play codelock effects/sounds for steering wheel
boat steering anim update
single 50cal turret mount/dismount changes
merge from space_checking_ore_spawners -> main
- Client auth with server validation (server auth and client prediction doesnt work for waves)
- New setup for handling input validation
- Setup force system for updates
- Cleanup and remove some of the bloat thats developed
Changed modding lootables ore spawners to ensure there are no deployables/construction objects in their space before spawning.
- Added duplicate prefabs with suffix _nsc that do not have this check, for those who do not want this new functionality
Space LR300 - updated worldmodel with LODs
Implement player boat code lock entry blocking after too many incorrect guesses.
Fixed spawnislandhere, spawnghostshiphere and spawnfloatingcityhere commands not triggering EntityParentSettings
Do not save the boats spawned by ghost ship hackable crates
merge from hackablecrate_boats_fix
Variable Zoom Scope LOD0 Refresh
Added a null check in EnableScientistBrains for safety
Fixed loading issue with ghost ship hackable crates
Changed how we spawn the AI boats when starting to hack a ghost ship crate
edited vm lr300 space anims
Fixes and optimisations for can accept mission checks
ore box updated with preliminary material and baked lowpoly geo