4,800 Commits over 639 Days - 0.31cph!
merge from naval_update/floating_cities
Restored deep sea floating city prefab
Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
Fixed debug.printanimators command NREing when finding a null animator controller
ResetStaticFields on LightLOD
Connected both water catchers to the water barrel in the farm barge
Fixed mess table static prefab not being mountable
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
Removed MonumentInfo component from floating city 1 and 2 scenes
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later
Also added a null check in MapView.SetupMonuments
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
merge from store_atlases/v2
Fixed some store blurry icons
merge from store_atlases/v2
merge from bed_skinviewer
Rest of the misc packs atlases
More pack atlases, cleanup
Building skins and hazmats atlas variants
Experimenting with atlas variants, so we can have a downsampled variant we can use for gallery miniature images instead of relying on mip maps
Disabled mip maps on all store atlases and assets
Fixed atlas issues in steam inventory screen
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
merge from naval_update/deep_sea
Load balanced the deep sea spawning so it doesnt slow down the server
Fixed blunders in deep sea commands
merge from ui_animators_optims
Removed death screen animator optims, its causing issues and it doesnt have any significant impact
merge from cargo_oilrig_path_fix
When picking the initial node index, make sure it wont intersect with oil rigs
Better oil rig avoidance when exiting the map
merge from ui_animators_optims