134,782 Commits over 4,324 Days - 1.30cph!
fixed crates/barrels respawning in deepsea dwellings
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
turret_head_anim_fix -> main
Setup correct content bundles for animations
turret_slow_animation_fix -> main
- Move lerping over from handle aiming to Tick()
- Slight cleanup
- Move clamping
extremely important cannonball ammo icon shadow fix
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
Fixed LOD distance issues on docks B and C
updates on kiosk D blockout
Fixed missing aerial collider.
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Fixed collider issues on signal computer
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apartments greybox progress
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Adding burst cloth to horse mask
WIP blockout for rentable shop kiosk variant D
Updating entity labels (probably does nothing but PaintableReactiveTarget no longer exists)
allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
Signal flare piggyback's off of the strobe light, and fires once when the computer is active.
Updated video, added shutter frame media
merge from artistpack_storepage
added kinematic body to ghostships, allows us to use MovePosition/MoveRotation for better physics behaviour
updated 3p shield anims exported
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Cannon is no longer a IBoatBuildingPiece
- Setup leg animator for the new player rig
- FInd and assign new masks
turret_hotfix_networkrange_fix -> main
turret_rear_turret_aiming_fix -> main
Merge from naval_missions
Add some extra guards and server error logs if saved missions objective count is wrong
Remove client error logs regarding mission objectives count being wrong
Will still get logged on the server if it's still a problem. If it's wrong on either the client or server, it'll be wrong on both