branchrust_reboot/main/naval_update/deep_seacancel
290 Commits over 153 Days - 0.08cph!
Fixed MapView NRE when disconnecting with the map open
Make sure the weather isnt stormy in the deep sea when opening
The waves were messing with the boat buoyancy during the spawning phase
Fixed rhib map screens masking:
- switched to rect 2d mask
- added support for rect 2d masking in the map shader
Fixed deep sea billboards leaking after a server restart
Added a minimun distance for the deep sea billboard, so they don't look weird at low draw distance
Deep sea portal debug command fix number 74
Fixed zipline editor NRE caused by floating city 4
Added map marker to show the deep sea exit, when in the deep sea (placeholder styling)
Block accidental admin kills on floating cities and islands
Removed the fat sphere collider enclosing the casino in floating city 4
S2P
Added floating city 4 to the deep sea
Set deep sea wipe cooldown default to 1 hour (was 2)
Swimming players can't cross the portal
Players no clipping are allowed for debug purposes
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
Fixed debug portal renderer being visible with the convar off
Updated deep sea map marker tooltip wording
Added deepsea.setTimeToNextOpening
Lets you set the time before the next deep sea opening
Cleanup spawning code, we don't need the global broadcast parameter anymore - its set in the prefabs
Restored BoatBuildingBlock retarget when entering portals
Fixed error when adding the same ent multiple times to crossing entities list
Set ghost ship prefabs as globally networked in deep sea realm by default
Moved deep sea portal OnTriggerStay to invokes
Added deepsea.printTriggerState command to debug the state of deep sea triggers
Kayak and DPV can be deployed in deep sea
Allow tugboat in deep sea
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