6,014 Commits over 790 Days - 0.32cph!
Removed old includeAllDoors hack in DeployVolume, unused
Cleanup EntityListScriptableObject, removed unused code
Fixed all doors not deployable on top of prevent building volumes, regression from
141211
Started working on store data overrides via a json file
Refactored TryGetTakeover
Added mount pose tooltips and headers in the BaseMountable inspector
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses
Set to false by default, enabled for rowboat and steering wheel
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merge from naval_update/io_boats/privilege
Slight changes in GetPrivilege to support tugboats
Flame turrets deployable on boats
Shotgun trap deployable on boats
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
Boat building stations now cache the steering wheel in the buildable area
This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping)
All tests passed
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters)
Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter
HBHF sensors now use that, so they can work on boats
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m)
Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
Better repel checks for deep sea portals
Fixed CLIENT_DoOpenNotification error again
Skip disable internal collisions for ghostships, it takes 25s for each ship
Reapllied tropical scene changes post merge
Tweaked deep sea loot respawn times
S2p all islands
Fixed CLIENT_DoOpenNotification nre
Also supports legacymonumentnotifications convar
merge from naval_update/io_boats
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merge from store_fixes_feb
Fixed store cart item width
Remove deepsea.boat_drift convar, we don't want boat drift in the deep sea (it was false by default)
The deep sea entrance portal position now changes after every deep sea wipe
It’s random, never the same twice in a row
merge from store_fixes_feb
Fixed NRE when opening the steam inventory bag crafting modal
Added currency font to the bundles
merge from naval_update/io_boats
ioentity.allow_on_boats set to true by default
Added playerboat.kill_io_deployables command