12,618 Commits over 2,284 Days - 0.23cph!
Allow food to be stacked regardless of spoil time in the cooking workbench, will use the lowest spoil time so use with caution (food safety is no joke)
Food will now no longer spoil if it is in the arctic biome
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
Fixed some awkward interactions with the underground layer controller and deep sea toggle
Refactored fog of war into two separate sets of fog - mainland and deep sea
This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images
Re-enabled opening the map in hardcore/deep sea
Added new server.deepseafogofwar convar, defaults to true on all game modes
Fixed deep sea fog not working on death screen correctly
Fixed fog not calculating while in deep sea until the player opens the map at least once
Possibly fixed fog revealing a couple of pixels on the other side of the world
▉█▍▇▅ ▊▄▋▅ ▉█▇▄ (██▍▇█▋▍ █▌▇▍ ▇▊ ▉▌█▌▊, ▍▍█▍▆▌ ▉▄▉ ▍▇▉▅ ▊ ▋▇▊█ █▅▊)
Set small ramp collider layer to Vehicle world, solves some clipping issues
Fixed player placed markers not working in the deep sea
The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland)
This is applied across all markers - death, mission, team mates, etc
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
Fix NRE when spawning deep sea with no cities
Switch fog of war drawing to main thread, seems to resolve loading issues
Don't allow fog updates until we've received the current state from the server
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
Apply shelf
11708 from aron.s, fixes growable interactions in floating city
Fix being able to open farm door from below
Fixed small ramp getting destroyed when entering/exiting build mode
Mark small ramp colliders as r/w
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds
Down to 4 on a 2.5k map, 6 on a 4k map
Boilerplate for sawpping the foliage system out to a deep sea specific version
Not currently working
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Merge from floating_cities
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door
Solves players getting trapped for eternity in the floating city farm
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Fix a WaterVisibilty NRE when player dies
Better behaviour for focusing the map on the player when switching between deep sea/mainland
Fade in deep sea button, hide if deep sea is disabled
Add icon to switch between deep sea and regular maps on the death screen
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