4,438 Commits over 1,249 Days - 0.15cph!
merge from qol_backpack_gather -> main
Fully fix give notices not taking backpack items into account
- was scheduling a second update 0.1s after that didn't use the backpack code in previous commit
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
Items collected when "gathering" will go to backpack automatically when main inventory is full
- trees, nodes, corpses
- collectables (hemp, stone on ground)
- growable plants
- doesn't apply when looting, only when gathering items from world
merge from fix_portal_clamping -> naval_update
Clamp position to the output portal when teleporting to and from the deep sea
- primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
merge from optimize_reduce_dynamic_occlusion -> main
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :(
- don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
merge from industrial_pipe_batching -> main
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
merge from main -> industrial_pipe_batching
merge from optimize_reduce_dynamic_occlusion -> main
Mark ladder as static when parented to building block
Set additional entities as static so industrial adapters & codelocks parented are also considered static
- furnaces / ovens (exclude BBQ because they open & close)
- fridge
- lockers
- codelocks themselves (was accounting for doors but not the codelocks individually)
merge from main -> optimize_reduce_dynamic_occlusion
merge from extra_tutorial_safety -> naval_update
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
merge from fix_impostors_not_deleting -> naval_update
Fix trees impostors in the deep sea getting stuck showing after resetting the deep sea and reconnecting
- switch TreeManager from using local position when registering trees to using world position
- fixes trees spawned parented to the island (before they are unparented) from being spawned in one tree grid but deleted from a different one
- add ServerWorldPosition to keep existing behavior until we figure out if we are renaming ServerPosition
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands)
S2P
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
merge from fix_deep_sea_wipe -> naval_update
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates
try catch deleting the entities so the delete coroutine is less likely to break
Fix fully global networked entities not getting killed when the deep sea wipes
merge from fix_boat_paste -> naval_update
Add error log indicating what entity failed to paste when exception was thrown
Fix NRE when loading a steering wheel without SteeringWheel protobuf
- fixes pasting boats in completely broken physics state
- old boat pastes still may not work
Increase deep sea terrain distance from 600m -> 750m
merge from deep_sea_repel -> naval_update
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal
- split old repel code into separate method
- check both portal distance and normal ValidBounds distance on the main island
- only check portal distance in deep sea
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
Fix compile error that didn't merge from main
merge from fix_rhib_teleport -> naval_update
Add rhib and scientist RHIB to the vehicle whitelist
merge from fix_rhib_teleport -> navaL_update
Improve "CanEntityTeleport" method
- add "IsMounted" check because mounted != parented
- check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
merge from main -> naval_update
merge from fix_terrain_texturing_alloc -> main
Fix TerrainTexutring NativeArray changes having the incorrect types
- when using managed arrays it will automatically convert to Color
- when using NativeArray your type needs to match the texture pixel format
merge from main -> fix_terrain_texture_alloc
merge from main -> naval_update
merge from fix_tree_impostors -> naval_update
Add helper property for "Is the local player in the deep sea"
Split impostor batches based on if their positions are inside the deep sea or not
Only render deep sea batches when client is in the deep sea and vise versa for main island