branchrust_reboot/main/naval_updatecancel
222 Commits over 214 Days - 0.04cph!
Map marker edit UI now appears above fog of war
Inventory null check in Mailbox
Fixed not being able to switch to softcore on craggy island
Don't drop softcore corpses if the deployable is on a player boat
Only calculate position and scale once in ImpostorBatching
Hooked up missing Impostor component and fixed incorrect LOD4 material on:
palm_tree_tropical_small_a
palm_tree_tropical_med_b
palm_tree_small_a
palm_tree_small_b
S2P all tropical islands
Small engine now switches to a non shadow casting static mesh at LOD 3+4
Added a boat building player inventory loadout
Fixed being able to place engines and small ramps in prevent building volumes
Removed some client allocations in RepairCostIndicator
Fixed tutorial islands getting the wrong ID when loading a save
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers
This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
Merge from boat_water_fx_optim
Fixed a tarp on the elevator shaft that had LOD1 at a different position
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
Improved the island appearance on the map, just gradient from sand to grass based on terrain height
Better than greyscale, not quite as good as the mainland
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
Fixed GrowableGenetics and UpdateResourcePings pool leaks
Fixed boogie board LOD not marked as dynamic
Fixed every impact fx in the deep sea being sand
Make cooking tests editor only for now
Basic cooking tests, checks smelting ore and cooking food on all ovens
Fixed tutorial island error
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea
This solves footstep sounds and impact fx on the deep sea islands not working as expected
Had to emulate the SetupSplatLookup process from TerrainSplatMap
This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx
S2P all islands
Fixed GroundWatch not working on small ramps
Merge from naval_update/industrial_optim
Added 15 industrial tests to the test suite
Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources
These paths are now completely physics free
Merge from relationship_optim
Merge from botcollider_optim
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client
Should save 0.1ms a frame
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
Remove SimpleFloatingEntity and associated prefabs, they were never used
Magnet crane can now sleep
Seems to take a couple of tries to actually settle once a player dismounts
Had to add some box colliders to replace the wheels otherwise the crane would sink into the ground once the wheels were disabled
The one magnet crane on the map was taking 0.28ms each fixed update even when not in use and was the slowest part of the fixed update, now takes 0.06ms once sleeping
Merge from farm_plant_respawn_fix
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar)
Strip all NavMeshObstacles on floating cities
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
Merge from nav_optimisation
Bump radius to 200m just to be safe
Static planter boxes in the deep sea (farm barge) spawn their plants ripe and will respawn them every 2 minutes
Fix casino npc not hooked up to vending machine
S2P all floating cities
Adjust scale of deep sea ghost ship markers