Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data
- got rid of bespoke height and normal sampling from HeightMapQueryStructure
- bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const
Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots
Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats