branchrust_reboot/main/naval_update/deep_seacancel
247 Commits over 122 Days - 0.08cph!
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
Players cannot enter the deep sea when its about to close
Added toasts telling you why you cant enter (or leave)
- when its about to wipe
- when you don't have the right boat
- when you don't have a boat (swimming)
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
Print deep sea radiation amount in deepsea.printState command
Tweaked end of deep sea wipe radiations
Fixed deep sea exit portal compass marker going crazy when entering the portal
Restored deep sea islands terrain mesh layers, needs to be Terrain
S2P all islands
Fixed not being able to place deployable bypassing build permission on boats you're aren't authed on, in the deep sea (ladders)
Removed all the wallpaper sockets from boat building blocks
auth_radius and deauth_radius commands work with player boats
Also include player parented to ladders in GetPlayersOnBoat
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal
The boat was teleported but not the player
Added GetPlayersOnBoat in BaseBoat
Added toasts indicating the deep sea is about to close, broadcasted to all players in the deep sea
Also added alarm sounds playing from floating cities (using oil rig alarm as a placeholder)
Fucking plastic selecting my hidden changes by default ffs
Set the deep sea fallback exit position as the entrance portal position (if it exists), instead of the beach
Teleporting a boat to the beach isn't going well
Increased deep sea exit portal depth, matches the entrance portal
When entering the deep sea, we now teleport the players inside the portal instead of at the edge
Smaller deep sea playable area (only tweaked the generation margins)
Fixed deep sea weather fuckery, still not 100% working with vclouds
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands
Remove tutorial island spawn position if they are on the deep sea entrance portal side
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast
Also fixes them leaking after a server restart
Added buoys alongside the exit portal too
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed
Terminal entity was killed before the wheel entity