5,189 Commits over 670 Days - 0.32cph!
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
Fixed Update Skin List not generating redirect skins for the LR 300. It needed the hack to workaround its messed up shortname
Also fixed the SteamInventoryItemEditor "wrong isRedirectOf" warning
Fixed RenderedLOD hiding all LODs when using skinned mesh renderers
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
Set all ghost ship lights to important, trying to fix the flickering shadows
merge from main (lot of prefabs conflicting because of a manifest update on main, auto resolved all of them, went well)
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/island_scenes
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
Fixed long boats not able to teleport to the deep sea
Exit portal now needs to be crossed, like the entrance
Removed default save name from craggy
Fixed duplicated deep sea markers
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▌▆▇▉▌ ▌▊▋ ▇▇▋▅ ▅▄▆▅ ▊▉▅▌▇▌
▆▍▊▇█ ▍▅▆▆▍▍ ███▉▉▆ ▍▅█▅ ▉▋▄ ▄▆▄▊█▉▄▄ ▋▍ ▇▍▊ ██▄▅ ▉▇▆▋▄▍
merge from naval_update/deep_sea
Fixed deep sea exit portal always spawning south
Some refactoring
Fixed MapView NRE when disconnecting with the map open
merge from naval_update/deep_sea
Make sure the weather isnt stormy in the deep sea when opening
The waves were messing with the boat buoyancy during the spawning phase
merge from naval_update/deep_sea
Fixed rhib map screens masking:
- switched to rect 2d mask
- added support for rect 2d masking in the map shader
merge from naval_update/deep_sea