129,917 Commits over 4,232 Days - 1.28cph!
Fix another screwed up pivot on the front turret
merge from naval_update/deep_sea
Kayak and DPV can be deployed in deep sea
Fix slightly off player pivot on front turret
- Stop being able to aim off at high angles at the extreme clamps of the turret. Require gun forward to be sort of aligned with correct forward direction
- Reduce front turret sensitivity
Corals.
Moved spawn rules to deep sea.
Ocean parameters (WIP)
merge from health_info_popup_qol -> main
Fix front turret rotation clamping not working properly at offset boat rotations
Adding gibs for explosives component box
Health UI now pops up for 1s after damaging an object (that shows health info)
- This only occurs when the object is below the threshold that would show health info constantly
Birthday Balloons - Changed clumps design, improved string model and texture for all variants, lighten texture on all singles, changed heart shape
Allow tugboat in deep sea
Simple sight update, Icon, textures, prefab and materials.
Make sure to clear the deep sea billboard list after killing them
Fixed typo on boat building privilege
Fixed mesh islands not quite blending the same way as their proper terrain parents.
space station building skin models and gibs files
Fixed players not being able to build on their boats in the deep sea (player boats and tugboats)
Had to refactor a bunch of vehicle privilege methods
added ambience list and defenirion for PTBoat Stings
Bunny ears repose re-commit
improvised_walkway_railing_wood_150x150_corner LODs and collider meshes
Wait until we have 6 interpolator states before allowing non predicted turrets to lerp
Paintball Gun - update model and bake with fixes
Minor fix on heavy scientist hand
added creak audio stings to the PTBoat ambience
Don't use pre-existing rotation as the intial client pitch/yaw - this causes snapping on the front turret when you were jumping on
Disabled wind on tarp_static_blue material
added an icon to boat ladder
Merge from boat_building (set 111 deployable GroundWatch to include VehicleLarge layer)
Merge from largevehicle_groundwatch
Add debug.disableCameraMovementWhileReceivingSnapshot convar, defaults to on and admin only
Seems to resolve the crash when entering/exiting the deep sea as the player camera was sometimes being interpolated to extreme out of bounds distances
Remove leftover debug message from ElectricWindmill
Remove leftover debug message from ElectricWindmill