branchrust_reboot/main/naval_updatecancel
256 Commits over 214 Days - 0.05cph!
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
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