129,381 Commits over 4,201 Days - 1.28cph!

37 Minutes Ago
merge from naval_update/deep_sea
38 Minutes Ago
merge from deep_sea/billboards
39 Minutes Ago
Reduced main island billboard default scale, tweaked fog
45 Minutes Ago
Added a billboard for the main island when you're in the deep sea
53 Minutes Ago
scientist_boats_gameplay_2 -> naval_update
53 Minutes Ago
Dont turn the leg animators on for NPCs - its glitchy right now
54 Minutes Ago
Add PT loot spawning
57 Minutes Ago
merge from naval_update
59 Minutes Ago
Do RHIB/PT Boat loot spawning from static spawn methods instead
60 Minutes Ago
1 Hour Ago
scientist_boats_gameplay_2 -> naval_update
1 Hour Ago
Compile fixes
1 Hour Ago
Fixed somne bugs with scientist boat oil rig manager
1 Hour Ago
Mark TC as static
1 Hour Ago
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
2 Hours Ago
Tweaked deep sea fog
2 Hours Ago
Prevent open and close commands when the deep sea is busy (opening or closing)
2 Hours 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
2 Hours Ago
Don't parent the exit portal, to keep it consistent with entrance portal
2 Hours Ago
merge from cannon_animation_fixes
2 Hours Ago
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
2 Hours 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)
3 Hours Ago
merge from main -> optimize_reduce_dynamic_occlusion
3 Hours Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
3 Hours Ago
Fix two playable graphs running at the same time for each player, which seems to fix everything else.
3 Hours Ago
merge from extra_tutorial_safety -> naval_update
3 Hours Ago
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
4 Hours Ago
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
4 Hours Ago
Switch index -> i
4 Hours Ago
4 Hours 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
4 Hours Ago
Apply shelf 11708 from aron.s, fixes growable interactions in floating city
4 Hours Ago
Fix being able to open farm door from below
4 Hours Ago
Merge from naval_missions
4 Hours Ago
Codegen, rebuild phrases, update manifest Run FishingVillageB S2P
5 Hours Ago
merge from fix_impostors_not_deleting -> naval_update
5 Hours Ago
Merge from naval_update
5 Hours Ago
Fixed small ramp getting destroyed when entering/exiting build mode
5 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
5 Hours Ago
Add in methods to find free positions (for boat spawning) in radius's around centre point Fix more mounted weapon set NREs
5 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
6 Hours Ago
Partially reverted 134856, causing some issues
6 Hours Ago
Refactor boat spawning code into a generic static method so I can spawn boat groups from anywhere
Today
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naval_update -> scientist_boats_gameplay_2
naval_update/deep_sea -> naval_update
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
scientist_boats_gameplay_2 -> naval_update
Made RHIB scientists way less tanky
Today
Merge from boat_building