branchrust_reboot/main/naval_update/deep_seacancel
34 Commits over 31 Days - 0.05cph!
merge from ghost_ship_parenting -> deep_sea
Add component to floating city prefab and deep sea island prefab
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
Add floating city to "Scenes/Monuments/" menu in editor
merge from disable_island_parenting -> deep_sea
merge from naval_update -> deep_sea
merge from climate -> deep_sea
merge from naval_update -> deep_sea
merge from naval_update -> deep_sea
merge from deep_sea/networking -> deep_sea
merge from deep_sea/portals -> deep_sea
merge from naval_update -> deep_sea
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
merge from deep_sea/portals -> deep_sea
merge from deep_sea/portals -> deep_sea
Include all the other prefabs updated when generating manifest
Commit AK FBX that keeps being reserialized
merge from deep_sea/portals -> deep_sea
merge from naval_update -> the correct `naval_update/deep_sea` branch
Commit .meta files for floating walkways too
Delete `private.0.meta` file that keeps popping up in plastic
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)
Regenerate "ResetStaticFields" for DeepSeaManager
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
merge from deep_sea/collider_debug -> deep_sea
merge from deep_sea/networking -> deep_sea
merge from deep_sea/spawn_command -> deep_sea
make deep_sea branch a sub-branch of the naval update