branchrust_reboot/main/naval_updatecancel

1,344 Commits over 306 Days - 0.18cph!

42 Days Ago
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42 Days Ago
Fixed incorrect layer on small ramp trigger allowing opening into construction Don't allow ramp to be extended if there are static world objects in it's bounds Show a blocked interaction prompt if the ramp cannot be extended
42 Days Ago
Use slightly smaller bounds when picking a spawn position for ghost ship sounds
42 Days Ago
Fix tropical1 terrain size, and add earlier assert
42 Days Ago
RC (not s2p'd)
42 Days Ago
Dwelling prefab zero points Heightmap for ruins Scene backup
42 Days Ago
Boat prefabs
42 Days Ago
Docks
42 Days Ago
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
42 Days Ago
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
42 Days Ago
Large & small boathouse prefabs. Fixed shadow proxy on walkway large stairs.
42 Days Ago
Zero'd coords.
42 Days Ago
2 new ruins.
42 Days Ago
Renaming ruins to ruins_C for clarity. Coconut hydration 60 > 50
42 Days Ago
Merge from naval_missions
42 Days Ago
Fixed clipping issues on temperate, tundra and arctic trees when viewing them from steep angles
42 Days Ago
Bunker cannon tweak & sandbags that match the tropical islands.
42 Days Ago
Merge: from main
42 Days Ago
Cliff shadowproxy fixes
42 Days Ago
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42 Days Ago
Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable
42 Days Ago
Fix duplicate var name
42 Days Ago
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
42 Days Ago
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
42 Days Ago
enabled decal layers [all] on mboat materials
43 Days Ago
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
43 Days Ago
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
43 Days Ago
boat engine t2 Updated t2 techtree
43 Days Ago
greatly reduce low grade fuel cost for boat building
43 Days Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
43 Days Ago
save++ network++ persistance++
43 Days Ago
merge from boat_building
43 Days Ago
merge from Cannon_Animation
43 Days Ago
boat steering anim update
43 Days Ago
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
43 Days Ago
fixed floating net, incorrect material assignment to rope_docks on ghost ships
43 Days Ago
fixed incorrect surface types on adobe frame prefabs
43 Days Ago
Fixed boat splash fx not turning back on when a camera re-enters range
43 Days Ago
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
43 Days Ago
Merge from island_scenes
43 Days Ago
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
43 Days Ago
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
43 Days Ago
Redo confetticannon.deployed renderer simplification
43 Days Ago
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
43 Days Ago
Fix MountedWeaponSeat client compile error
43 Days Ago
Small ramp will stop if it detects a blockage on the construction layer
43 Days Ago
Use no displacement version of ground plants for floating city pot plants
43 Days Ago
Add a vehicle world collider to the plank
43 Days Ago
Fixed some floating city colliders with negative scale, S2P all of them
43 Days Ago
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale