12,477 Commits over 2,284 Days - 0.23cph!
Add compass marker for leaving the deep sea
Fixed beach chair on tropical island 1 pickupable
Add images for the other tropical islands
Merge from floating_cities
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Fixed negative box collider size on casino barge culling volumes
Added new floating city map marker
S2P FC 1,2,3
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city
Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server
Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy)
S2P FC 1,2,3
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component)
Enabled on Supplies barge so that skinned meshes are disabled
Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy
Remove Poolable component on supplies barge clothing
S2P FC 1
Merge from project_hammer
Roll back recent inEyesView changes, not reliable enough
Fix terrain textures appearing incorrect when exiting map
Don't show fog of war on rhib map
Re-enable fog of war
Disable map markers changing global group if they are in deep sea
Reallow deep sea map from mainland
Create new island map markers
Add MapBlit tool to bake out the current map into a 8x8k image for external tools
Don't show deep sea map button if not in deep sea
WIP deep sea map work
Add a button to toggle between modes, disable fog of war for now
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
Merge from floating_cities
Cleaned up some LODGroups from various floating city bits
Added another NPC to the second farm entrance
NPC's now remember if you've paid, persists through server restarts
S2P floating city 1+2
Run the deep sea terrain config when in island scenes (See DeepSeaEditorScene component)
Only allow interaction when looking at the base of the bridge
Make fold out colliders convex, general prefab setup
Merge from main (stomp oilrig_1 prefab, will need a S2P)
Disable unlocked by default on hazmat, assign steam DLC pack
Setup skin item for shotgun, unlock via steam DLC pack
Assign steam DLC pack for chainsword
Merge from Project_Hammer
Merge from slots_optimize
Fixed caboose slot machine
Fixed NRE on boot caused by chicken coops
Revert rotations on guide mesh now that the animation is fixed
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly
Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching
Mark some lower LODs as not shadow casting
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
Enable fog of war in the deep sea in non hardcore modes
Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work
In hardcore mode the deep sea map is entirely disabled
Fog is reset when the deep sea wipes
Fixed hardcore not working on craggy