branchrust_reboot/main/naval_update/deep_seacancel
280 Commits over 153 Days - 0.08cph!
Tweaked island billboard distance from main camera far clip plane
Deep sea rads bypass the armor
Buoys LOD tweaks
Fixed buoy material reverting to green because of RendererLOD, switched to MPB too
Increased deep sea buoy flare LOD distance
Last deep sea wipe alarm now loops
Increased deep sea exit portal map marker size
Portal buoy lights change depending on deep sea state
Removed unused sprite added by error
Removed prevent building volume from deep sea portals, not necessary
Fixed deep sea entrance marker showing inside the deep sea
Added a timer to portal map marker to show the time left before the deep sea closes
Updated deep sea portal markers
Tweaked wipe duration and radiations
Fixed deep sea rad volume not restored after a server restart
Fixed duped collider on deep sea bottom collider
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker
Moved it to the right folder
Fixed exit portal map marker showing when looking at the main land from the deep sea
Reduced server physics bounds (with deep sea enabled)
old: (-2000,0,0) (7000, 4000, 5000)
new: (-1500,0,0) (6500, 4000, 5000)
Deep sea portal climate doesn't kick in if the deep sea is closed
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
Deep sea portals aren't killed anymore when the deep sea is closed. Prevents players from sailing past the collider backing. Aslo keeps the buoys active at all time
merge from naval_update/deep_sea/islandspawning_fixes
Gated a NPCSpawner log behind a convar (npcspawner.debug)
Improved the log to be more useful
Reduced ocean scale when the deep sea is about to wipe
Fixed the wrong toasts showing when crossing the deep sea unmounted but parented to a boat
When waking up, you are unparented for a few frames, causing some fuckery
Fixed being able to build in the deep sea when looking at an entity
Removed deep sea hackable crate map marker
Fixed repel forces blocking whitelisted boats inside the deep sea
Removed MonumentInfo components used in the deep sea
Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
Fixed rad volumes still spawning on the exit side of the deep sea
Don't bother looking for passengers if we're trying to teleport a BasePlayer
Fixed weather changing abruptly when entering the deep sea exit portal
Compile fix
Fixed snow inside the entrance deep sea portal
Improved the deep sea billboards spawning positions
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
Teleport trigger can also show toats