12,818 Commits over 2,315 Days - 0.23cph!
Possibly fixed scaling of island map markers in deep sea
Fixed markers not working properly after a server restart
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
Fixed blank picture frame in casino not culling at all
Fixed parasol on casino deck not culling at all
Merge from parent
Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
Reapply on the right prefab this time
Suntract
137986, applied changes to wrong asset
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation
Fixed mount animation playing when swapping weapons while mounted
Manually copied over the texture changes from rhib_fixes and fixed the baked in map material on the rhib
Fix CullingVolume LodGroup warning
Match LOD settings on new scientist outfit
Don't run the steering wheel angle calculation if a player isn't mounted to a steering wheel
FIxed the sail deploy guide test not taking into account the players custom rotation
And include the player animation controller, that's kinda important
Adjusted frame range of steering anim, had 10 frames of no animation at end
Fix NRE's in demo mode causing weather to get stuck in stormy
Fixed icons overlapping when using a custom sorter with < 5 items
Merge from hackweek_boxsorting
Fixed missing power input arrow on storage adaptor
Fix food in a backpack dropped in the snow spoiling
Layer change on small ramp to work with projectiles
EntityParentSettings now runs when spawning an object via convar command
Added a new toggle to trigger PostMapEntitySpawn on child objects, enabled on all of the floating cities
Add Model components to Plank, Cannon, Steering Wheel, Anchor, Small Engine, Sail
Fixed NRE when spawning VM's in deep sea after an hour of server uptime
Disable dynamic pricing on deep sea vm's (they're not around long enough for prices to shift anyway)
Also delete some duplicate textures
Removed some duplicated mailbox assets in sail folder and duplicate PropRenderer component
Fixed sail guide scale
Fixed sail orange deploy guide logic not working due to rotation issues and client/server issues
Merge from main
Stomp cake.entity.prefab due to incompatible changes, will need to be redone on this branch
Use OverrideMaxHealth instead of SetMaxHealth for boat
Fixed being able to place boat building station in canyons
Fixed boat health always appearing as 400 on the client
Power off the sails and engines on a boat when editing
Fixed being able to deploy boat station through world layer (icebergs mostly)
Don't show cannon health bar if mounted
Cannon set condition from health on pickup
Mark sails as orange on the deploy guide if they are going to be blocked
Fixed small ramp not cancelling animation when colliding with a player boat
Mark the cannon base as IsDynamic
Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
Possibly fixed cannon getting rotated when mounting while it's parented to something
Removed old ballista colliders on cannon
Fix a MountedWeapon NRE
Add a crosshair to the cannon and a better description
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference
Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order