userJake_Richcancel
branchrust_reboot/main/naval_update/deep_seacancel

34 Commits over 31 Days - 0.05cph!

Yesterday
merge from ghost_ship_parenting -> deep_sea
Yesterday
Add component to floating city prefab and deep sea island prefab
Yesterday
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
Yesterday
Add floating city to "Scenes/Monuments/" menu in editor
Yesterday
merge from disable_island_parenting -> deep_sea
14 Days Ago
merge from naval_update -> deep_sea
19 Days Ago
Fix compile errors
19 Days Ago
merge from climate -> deep_sea
21 Days Ago
merge from naval_update -> deep_sea
26 Days Ago
merge from naval_update -> deep_sea
33 Days Ago
merge from deep_sea/networking -> deep_sea
35 Days Ago
merge from deep_sea/portals -> deep_sea
36 Days Ago
merge from naval_update -> deep_sea
36 Days Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
36 Days Ago
merge from deep_sea/portals -> deep_sea
36 Days Ago
merge from deep_sea/portals -> deep_sea
37 Days Ago
Include all the other prefabs updated when generating manifest
37 Days Ago
Update manifest
37 Days Ago
Fix compile errors
37 Days Ago
Update protobuf
37 Days Ago
Commit AK FBX that keeps being reserialized
37 Days Ago
merge from deep_sea/portals -> deep_sea
37 Days Ago
Codegen
37 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
40 Days Ago
Commit .meta files for floating walkways too
40 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
40 Days Ago
Show name of prefab inside `FindPrefab` profiler scope - inside `LoadFromResources` and `PrefabPreProcess.Process` scopes so we can see what entities are specifically taking time to initialize when loading (in craggy)
40 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
40 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
41 Days Ago
Compile fix
41 Days Ago
merge from deep_sea/collider_debug -> deep_sea
42 Days Ago
merge from deep_sea/networking -> deep_sea
42 Days Ago
merge from deep_sea/spawn_command -> deep_sea
42 Days Ago
make deep_sea branch a sub-branch of the naval update