4,977 Commits over 670 Days - 0.31cph!
Toned down the waves when crossing the portal as its client only
merge from naval_update/block_items_boats
Block all items not deployable on tugboats on player boats as well
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
Restored cargoship global network behaviour to MainIsland
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
Fixed floating island map marker text not marked as non static
merge from ui_overhead_optims
Fixed a bunch of scaled texts not marked as non static
- main menu workshop dropdown items
- vendor listings
- shockbyte modal
Revert cargo global network group to Default (from MainIsland)
Added hackable crate to ghost ships
When the deep sea opens, we spawn one single hackable crate in a random ghost ship
Added deepsea.hackablecrates_count, default to 1
merge from naval_update/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
merge from naval_update/deep_sea
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
Added tropical4 to the deep sea islands
merge from naval_update/island_scenes
Added tropical3 to the deep sea islands
Reverted landmark info component added to floating city, we won't use that for the map markers
S2P floating city 1 2 3
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
Fixed CLIENT SERVER serialized fields mismatch in
- DeepSeaManager
- SteeringWheel
- ClientIOLine (was causing all monument prefabs to reimport)
- PaintingFavouriteColorButton
- PaintingFavouriteColours
- RendererBatch
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