branchrust_reboot/main/naval_updatecancel

1,501 Commits over 306 Days - 0.20cph!

18 Days Ago
Update navigation obstacles (s2p) in water treatment plant
18 Days Ago
Update navigation obstacles (s2p) in trainyard
18 Days Ago
Update navigation obstacles (s2p) in excavator
18 Days Ago
Update navigation obstacles (s2p) in arctic base
18 Days Ago
Update navigation obstacles (s2p) in airfield
18 Days Ago
Update navigation obstacles (s2p) in military tunnels
19 Days Ago
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
19 Days Ago
Fixed being able to deploy objects on the top of the small ramp
19 Days Ago
merge from naval_update/deep_sea
19 Days Ago
Tweak position of codelock on steering wheel to fix bolts clipping.
19 Days Ago
Disable PlayerBoat clippingChecks, they're not used currently and handled elsewhere
19 Days Ago
merge from sprinkler_vis_refactor
19 Days Ago
merge from naval_update/deep_sea
20 Days Ago
Moved boat shop vendor up in FC3 to fix leg clipping. Ran S2P.
20 Days Ago
Fix a couple of bugs with boat health after loading
20 Days Ago
Fix respawn position issue when boats are saved during dying
20 Days Ago
Merge from boat_inside_test
20 Days Ago
Set the new ramp colliders to wood material
20 Days Ago
Fix foliage placement orientation on rotated islands
20 Days Ago
More accurate shootable collision on small ramp
20 Days Ago
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20 Days Ago
Merge from main
20 Days Ago
Merge from sprinkler_vis_refactor
20 Days Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
20 Days Ago
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20 Days Ago
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
20 Days Ago
merge from naval_update/deep_sea
20 Days Ago
Fix collider names on BBS causing warnings after a recent change
20 Days Ago
merge from naval_update/deep_sea
21 Days Ago
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21 Days Ago
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21 Days Ago
Merge from main
21 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
21 Days Ago
merge from naval_update/deep_sea
21 Days Ago
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
21 Days Ago
Bunch of GC fixes for the boat building UI now it's not just for debugging...
22 Days Ago
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
22 Days Ago
Merge from main
22 Days Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
22 Days Ago
Emission texture & mat for the deep sea buoy.
22 Days Ago
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
22 Days Ago
Fixed slightly floating crate on docks
22 Days Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
23 Days Ago
fixed a floating junkpile in excavator_yaw prefab excavator S2P
23 Days Ago
Remove RTVoice again
23 Days Ago
Some deep sea cleanup and pool leak fixes
23 Days Ago
Map marker edit UI now appears above fog of war
23 Days Ago
Merge from main
23 Days Ago
Inventory null check in Mailbox
23 Days Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat