129,367 Commits over 4,201 Days - 1.28cph!

Just Now
A group of scientist boats will now spawn at large oil rig: - On puzzle reset we will check how many are at oil rig and ensure we are <= 3 - If not captured these boats will be deleted on save/load - Will stay around oil rig in a 100 meter radius
7 Minutes Ago
Tweaked deep sea fog
11 Minutes Ago
Prevent open and close commands when the deep sea is busy (opening or closing)
13 Minutes Ago
Fix negative displacements being clipped Scale vector by radius after sample Clamp to avoid any extremes Falloff by distance from centre of mesh and scale of mesh Displace only when vector does not cross centre of mesh
16 Minutes Ago
Don't parent the exit portal, to keep it consistent with entrance portal
20 Minutes Ago
merge from cannon_animation_fixes
23 Minutes Ago
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
33 Minutes Ago
Set additional entities as static so industrial adapters & codelocks parented are also considered static - furnaces / ovens (exclude BBQ because they open & close) - fridge - lockers - codelocks themselves (was accounting for doors but not the codelocks individually)
41 Minutes Ago
merge from main -> optimize_reduce_dynamic_occlusion
49 Minutes Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
50 Minutes Ago
Fix two playable graphs running at the same time for each player, which seems to fix everything else.
1 Hour Ago
merge from extra_tutorial_safety -> naval_update
1 Hour Ago
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
1 Hour Ago
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
1 Hour Ago
Switch index -> i
1 Hour Ago
1 Hour Ago
When you hack the ghost ship crate: - A group of scientist boats will spawn nearby - Drive to the ghost ship and mark it as a protected area - Will attempt to engage the players who just hacked the crate
1 Hour Ago
Apply shelf 11708 from aron.s, fixes growable interactions in floating city
1 Hour Ago
Fix being able to open farm door from below
2 Hours Ago
Merge from naval_missions
2 Hours Ago
Codegen, rebuild phrases, update manifest Run FishingVillageB S2P
3 Hours Ago
merge from fix_impostors_not_deleting -> naval_update
3 Hours Ago
Merge from naval_update
3 Hours Ago
Fixed small ramp getting destroyed when entering/exiting build mode
3 Hours Ago
- Add support for incremental bonus rewards, to dispense a reward depending on how close we got to the objective target. Setup for underwater labs bonus objective - Add option for distance threshold for kills from team members on KillEntity objective types. Enabled this and set to 50m for the scientist boat hunt mission objective - Decreased scientist boat hunt target amount to 8 and updated mission phrases to be specific to RHIB - Increased wood item amount for floating city wood delivery mission
3 Hours Ago
Add in methods to find free positions (for boat spawning) in radius's around centre point Fix more mounted weapon set NREs
4 Hours Ago
Fix trees impostors in the deep sea getting stuck showing after resetting the deep sea and reconnecting - switch TreeManager from using local position when registering trees to using world position - fixes trees spawned parented to the island (before they are unparented) from being spawned in one tree grid but deleted from a different one - add ServerWorldPosition to keep existing behavior until we figure out if we are renaming ServerPosition
4 Hours Ago
Partially reverted 134856, causing some issues
4 Hours Ago
Refactor boat spawning code into a generic static method so I can spawn boat groups from anywhere
4 Hours Ago
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5 Hours Ago
naval_update -> scientist_boats_gameplay_2
5 Hours Ago
naval_update/deep_sea -> naval_update
5 Hours Ago
Increased player search range of PT Boat and RHIB PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group Its in the players best interest to kill the PT Boats, preventing groups from coming at them
5 Hours Ago
scientist_boats_gameplay_2 -> naval_update
5 Hours Ago
Made RHIB scientists way less tanky
5 Hours Ago
Merge from boat_building
5 Hours Ago
Merge from parent
5 Hours Ago
Destroy all windows and doors when a boat is destroyed and starts to sink
5 Hours Ago
Fix SetGesture() not working right with the new playables system. After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked. We can then apply weights as normal. Sleeping gestures etc were being ignored before: should now be back to normal
5 Hours Ago
merge from fix_team_chat_carryover -> main
5 Hours Ago
potential fix for staying in team chat after switching servers
6 Hours Ago
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6 Hours Ago
Also show block health if damaged or player is holding hammer
6 Hours Ago
disable biome fog when in deep sea
Today
remove redundant SprayFailReason.MountedBlocked debug log
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
Today
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Today
Fixed some DoD materials * Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop Fixed some unlocalized strings in spawnmenu DBinder improvements * Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders. Added ability to randomize/clear only one category in Faceposer
scientist_boats_gameplay_2 -> naval_update