branchrust_reboot/main/naval_updatecancel
128 Commits over 153 Days - 0.03cph!
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
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
Fix NRE's in demo mode causing weather to get stuck in stormy
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
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
More restrictive steering wheel placement on the sides
Fixed all LODs appearing in the steering wheel guide mesh
Increase LOD0 distance on steering wheel
Added another inside socket check to the steering wheel so it can't be placed on an overhang and end up with the player floating
Switch off the RHIB map canvas if the screen is underwater, the canvas can't render properly in those conditions
Fixed RHIBVisuals and RHIBScreen serialization mismatch
Fixed rhib screens not working correctly in deep sea
Reduced LOD range on RHIB screens to 25m
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview
Merge from steering_wheels_fix
Fix shared names on blackjack machine collision, resolves warning
Fixed boats stopping if the player is on the edge of the plank
Add safe zone triggers to all floating cities, S2P+HLOD all of them
Merge from floating_cities
Fixed missing barrel transform on static sentries throwing NRE's when firing
WIll need to S2P floating citites, have other changes to make first
Fix elevators on floating city not working after a server restart
Add debug.disableCameraMovementWhileReceivingSnapshot convar, defaults to on and admin only
Seems to resolve the crash when entering/exiting the deep sea as the player camera was sometimes being interpolated to extreme out of bounds distances