branchrust_reboot/main/naval_update/deep_seacancel
160 Commits over 92 Days - 0.07cph!
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
Fixed deep sea entrance billboards spawning at the wrong pos
Tweaked exit billboard size and pos
Fixed portal renderer toggle convar not working
Moved a bunch of replicated convar to client only
Removed InitBounds hack in deep sea portal UpdateRenderer
Fixed floating city losing their global networkness on save restore
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation
Renamed some stuff to avoid confusion
Disabled deep sea portals debug by default
merge from naval_update/deep_sea/billboards
merge from deep_sea/billboards
Prevent open and close commands when the deep sea is busy (opening or closing)
Don't parent the exit portal, to keep it consistent with entrance portal
Toned down the waves when crossing the portal as its client only
Deep sea icon for the map and death screen toggle button
Removed the collision on the deep sea portal buoys
Don't kill deep sea manager and deep sea portals during the deep sea wipe
merge from deep_sea/hackable_crate
Removed deep sea island tree spawning code, not needed anymore
Added "Cannot build in the deep sea" toast when trying to build in the deep sea
Set tropical3 and tropical4 terrain to Terrain layers
Rebaked shore vectors and S2P
Made a proper material for the sea floor of the deep sea
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
Dont call kill on dead or destroyed players
Better logs from deep sea commands
Fixed client portal weather lerping
Make sure to network the deep sea Open flag to clients
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
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
Added deepsea_floatingcity3
Enabled map back in the deep sea
Its half working, only shows the islands for now
More deep sea logs
Added tree count to deepsea.printentitycount
Assigned main island global network group to chinook, chinook scientists and cargoship
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
Chinook avoids the deep sea side when randomising its spawn position