branchrust_reboot/main/naval_update/fix_boat_driftcancel
6 Commits over 0 Days - ∞cph!
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
Expose world boundary repel force as convars instead of hardcoded
- world_boundary_force_start_distance
- world_boundary_force_offset
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct