branchrust_reboot/main/naval_updatecancel
192 Commits over 184 Days - 0.04cph!
Disabled tree minigame for palm_tree_tropical_short_e - too small
Tweaked floating city 3 shore vector volumes
S2P
Minor deep sea code cleanup
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data
Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Fixed being able to cross to deep sea with submarines on board
They didnt carry over but we now block entry with a toast, like for helicopters
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
Tweaked deep sea timer color, easier to read
Fixed deep sea buoys always having orange lights enabled on top of green or red
Deep sea islands and ghost ships use Fill instead of Spawn when triggering their spawn groups
Ensures the max pop is reached when the deep sea opens
Fixed naval scientist suit missing name
Better check for helicopter smuggling when crossing to the deep sea
Localized the boat building UI
Disable tooltip when empty
Fixed the microscopic ghost ship map markers
Fixed deep sea water height not initialized to SeaFloorDepth
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/deep_sea
Some deep sea cleanup and pool leak fixes
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
Removed deep sea portal avoidance code in cargo egressing logic, not needed
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea
Patrol heli cant target players in the deep sea
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
Fixed deep sea stuck in busy state if server restarted when its closing or opening
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Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Kill deep sea if water system is null
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Removed the deep sea top collider, so supply drop cant get stuck
merge from naval_update/deep_sea
Also allow concrete, sandbags and stone barricade in the deep sea
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
Allow wooden barricades in the deep sea
Boat building UI toggles its canvas when not visible