userFlaviencancel
branchrust_reboot/main/naval_update/deep_seacancel

160 Commits over 92 Days - 0.07cph!

7 Days Ago
Deep sea: - Removed the rad volume on the exit side of the deep sea - Rad volumes are now server only - Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals - Code cleanup
7 Days Ago
merge from naval_update
8 Days Ago
merge from naval_update
8 Days Ago
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
8 Days Ago
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
8 Days Ago
Removed InitBounds hack in deep sea portal UpdateRenderer
8 Days Ago
Fixed floating city losing their global networkness on save restore
8 Days Ago
merge from naval_update
18 Days Ago
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation Renamed some stuff to avoid confusion
20 Days Ago
Disabled deep sea portals debug by default
20 Days Ago
merge from naval_update
20 Days Ago
merge from naval_update/deep_sea/billboards
21 Days Ago
merge from deep_sea/billboards
21 Days Ago
merge from naval_update
21 Days Ago
Tweaked deep sea fog
21 Days Ago
Prevent open and close commands when the deep sea is busy (opening or closing)
21 Days Ago
Don't parent the exit portal, to keep it consistent with entrance portal
21 Days Ago
merge from naval_update
21 Days Ago
Toned down the waves when crossing the portal as its client only
21 Days Ago
Deep sea icon for the map and death screen toggle button
21 Days Ago
Removed the collision on the deep sea portal buoys
21 Days Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
21 Days Ago
merge from naval_update
21 Days Ago
merge from deep_sea/hackable_crate
22 Days Ago
Removed deep sea island tree spawning code, not needed anymore
22 Days Ago
Added "Cannot build in the deep sea" toast when trying to build in the deep sea
22 Days Ago
Set tropical3 and tropical4 terrain to Terrain layers Rebaked shore vectors and S2P
22 Days Ago
Made a proper material for the sea floor of the deep sea
22 Days Ago
merge from naval_update
25 Days Ago
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
25 Days Ago
Dont call kill on dead or destroyed players
25 Days Ago
Better logs from deep sea commands
25 Days Ago
Fixed client portal weather lerping
25 Days Ago
Make sure to network the deep sea Open flag to clients
25 Days Ago
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
25 Days Ago
merge from naval_update
25 Days Ago
merge from naval_update
25 Days Ago
merge from naval_update
26 Days Ago
Deep sea now have a cooldown in between each wipe Entities created when killing scientists and players are now killed correctly Replaced deepsea.wipe command by deepsea.open and deepsea.close Added deepsea.printState for debugging
26 Days Ago
Added deepsea_floatingcity3
26 Days Ago
merge from naval_update
26 Days Ago
merge from naval_update
26 Days Ago
merge from naval_update
28 Days Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
28 Days Ago
Codegen
28 Days Ago
More deep sea logs Added tree count to deepsea.printentitycount
28 Days Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
28 Days Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
28 Days Ago
Chinook avoids the deep sea side when randomising its spawn position
28 Days Ago
merge from naval_update