branchrust_reboot/main/naval_update/deep_seacancel
160 Commits over 92 Days - 0.07cph!
Removed beach entities on tropical1, kept the meshes only for now
S2P
merge from naval_update/island_scenes
Renamed deep sea tutorial island
Disabled map in the deep sea
merge from naval_update/deep_sea/portal_effects
Added a list of prefabs for islands and cities instead of using paths
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
merge from naval_update/island_scenes
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
Bump default ocean scale to 3 in deep sea
Fixed rain not working in deep sea because of thunder not being deep sea aware
(Effects still not working as they are spawning 500m up in the sky)
Fixed deep sea weather state sharing the same instance as the main island weather state
Switched TimeToWipe to a syncvar, removed the network update and let the clients calculate their end of wipe weather lerp
Deep sea wipe convar are replicated
2/? (plastic being plastic)
Switched TimeToWipe to a syncvar, removed the network update and let the clients calculate their end of wipe weather lerp
Deep sea wipe convar are replicated
1/2
Restored cargo ship deep sea avoidance following main merge
Load balanced the deep sea spawning so it doesnt slow down the server
Fixed blunders in deep sea commands
Added a convar to disable the deep sea: deepsea.enabled
Added IClientComponent to CullWhenInside so they never spawn on the server
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days
We'll have an HLOD anyway
Added DeepSeaFloatingCity component back to the floating city prefab
Manifest
merge from naval_update/deep_sea/cargoship
merge from naval_update/deep_sea/wipe
Convared all the deep sea generation settings for debug purposes
Added commands to spawn cities and ghost ship on current player position
Deep sea now spawns floating cities (the placeholder version)