reporust_rebootcancel

130,622 Commits over 4,232 Days - 1.29cph!

Yesterday
Merge from main Stomp cake.entity.prefab due to incompatible changes, will need to be redone on this branch
Yesterday
rhib_fixes -> naval_update
Yesterday
Swap drybox to use mailbox sounds
Yesterday
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Yesterday
- Setup better detailed colliders on the RHIB (fixed window and console etc)
Yesterday
Sails, engine and steering wheel rotation now snap to the cardinal directions of the boat blocks. R key 90 degree rotation increments applied on top, based on player & placement position. This keeps sails, engines and steering wheel aligned with boat blocks. Add support for Socket_Free to use target entity cardinal snapped rotation with R key rotation applied.
Yesterday
Remove logs on FindClosestPlayerTarget(), gate the rest behind if UNITY_EDITOR
Yesterday
Various PT boat polish/lighting.
Yesterday
merge from naval_update
Yesterday
merge from naval_update
Yesterday
merge from naval_update/island_scenes
Yesterday
Smaller deep sea playable area (only tweaked the generation margins)
Yesterday
Fixed deep sea weather fuckery, still not 100% working with vclouds
Yesterday
Whitelist wall_single_shallow_shelf for playerboats and playerboat construction.
Yesterday
Coconut spawn areas below palms on the islands.
Yesterday
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
Yesterday
Coconut related leftovers.
Yesterday
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
Yesterday
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands Remove tutorial island spawn position if they are on the deep sea entrance portal side
Yesterday
Spawnpop. RNG'd coconut look. Manifest.
Yesterday
Coconut world spawn entity
Yesterday
Stop anchor rope always animating
Yesterday
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast Also fixes them leaking after a server restart Added buoys alongside the exit portal too
Yesterday
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed Terminal entity was killed before the wheel entity
Yesterday
Fixed long boats not able to teleport to the deep sea Exit portal now needs to be crossed, like the entrance
Yesterday
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2 Days Ago
pt_boat_turrets -> naval_update
2 Days Ago
- Flipped puinch (way nicer)
2 Days Ago
Coconut localization.
2 Days Ago
pt_boat_turrets -> naval_update
2 Days Ago
Much better fov punch system - ditch the spring
2 Days Ago
Coconut texture saturation tweak.
2 Days Ago
Coconut setup
2 Days Ago
- Realignment of the right 50cal after merge - Adjustments to the muzzle position - Stop 'hands up' (DONT SHOOT) at the end of reloading
2 Days Ago
- More merge conflicts - Increased FOV punch
2 Days Ago
Deep sea portal partial (again)
2 Days Ago
Allow indirect_instancing.debug to be toggled at runtime
2 Days Ago
50cal_Animations -> pt_boat_turrets
2 Days Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
2 Days Ago
merge from naval_update
2 Days Ago
scientist_boat_ai -> naval_update
2 Days Ago
Compile fix
2 Days Ago
naval_update -> scientist_boat_ai
2 Days Ago
pt_boat_turrets -> naval_update
2 Days Ago
- Remove LOS checks for aggro - Increase PT Boat aggro to 250
2 Days Ago
Removed default save name from craggy
2 Days Ago
Revert EditorSettings
2 Days Ago
Fixed duplicated deep sea markers
2 Days Ago
pt_boat_turrets -> naval_update
2 Days Ago
Boat building station can no longer be deployed too far out at sea where boat blocks can't be deployed. Also prevents deploy & edit being available in unbuildable areas. Add SocketMod_TerrainBounds.