branchrust_reboot/main/naval_updatecancel
272 Commits over 245 Days - 0.05cph!
Fixed missing terrain collider on tropical island 1
Fixed conveyors hooked up to dropboxes not pulling the last item slot
Better error message when placing something on a player boat that has vehicle large layer excluded
Array size check for ReceiveFogOfWarImages
Added specific error message for not placing engine on boat hull
Added specific error message for entities that aren't allowed on a boat
Don't allow door controllers on player boats in edit mode
Don't allow IO connections at all in boat building stations
Restrict vehicle checks to PlayerHelicopter and BaseBoat just in case
Updated deep sea teleport checks to check for all vehicles, not just helicopters (still checks list of vehicles on deep sea manager)
Should fix submarine smuggling
blockPlacementOnChildEntities toggle on Socket_Specific entities now runs the player boat check from SocketMod_BoatBuildingBlock
This should ensure any entities that are blocked on the tugboat should be blocked on player boats
Enlarge props_culled_base culling bounds on Y axis on all three oil rig feet, fixes junkpiles getting culled while players were standing on them (as they were just outside of the bounds)
S2P all floating cities
Removed more colliders from shadow proxies on leg_shared_geo
S2P all floating cities
Merge from floating_cities
Remove overlapping couch on Ghost ship 1 (not using remove_static_couch branch due to conflict)
Merge from boatplanner_worldmodel
Ensure InitLOD is called before GetBounds, prevents unit cube bounds
Fixed UpdateBuoys NRE in demos
NRE's caused by setting the demo time will no longer stop shots from working
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
Lowered HLOD distance of floating cities 200 -> 100
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
Fixed NRE when disconnecting from a server while in the deep sea
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
Adjust floating city HLOD settings to prevent casino pop in
S2P all floating cities
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Switch back to the mainland view on the map screen if it closes while open
Fixed ghost ship map markers rotation and scale
Death screen now switches back to the mainland if the deep sea closes for any reason
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in
S2P all floating cities
Don't allow deployable corpses on boat hulls while in edit mode
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded
Update the death screen if we receive updated fog images from the server
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly
Fixes tree billboards in deep sea not rendering properly after a save/load
Fixed being able to deploy objects on the top of the small ramp
More accurate shootable collision on small ramp
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Merge from sprinkler_vis_refactor
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh
Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small
Fixed a couple of curtain prefabs in the casino that were broken
The exterior curtain now appears in the HLOD mesh
S2P all floating cities
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
Fixed small ramp colliders not on wood layer
Increased resolution of auto generated collider mesh to fix some hioles that should be shootable