userJarryd Campicancel
branchrust_reboot/main/naval_update/floating_citiescancel

44 Commits over 153 Days - 0.01cph!

6 Days Ago
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
6 Days Ago
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
6 Days Ago
Merge from parent
18 Days Ago
Fixed death screen fade not working correctly in deep sea
18 Days Ago
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
18 Days Ago
Merge from parent
20 Days Ago
S2P all FC's + HLOD
20 Days Ago
Fixed some missing farm access dialogue
20 Days Ago
Missing file
20 Days Ago
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
20 Days Ago
Merge from parent
30 Days Ago
Added a new option to CullingVolume - AllowOnEntities Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy) This is off by default as if it was used on an actual entity it could have some unintended side effects Enabled on all of the floating city volumes, S2P all cities
30 Days Ago
Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
30 Days Ago
Merge from parent
33 Days Ago
S2P FC 1,2,3
33 Days Ago
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
33 Days Ago
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
34 Days Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
34 Days Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
34 Days Ago
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
34 Days Ago
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
34 Days Ago
Merge from parent
38 Days Ago
Cleaned up some LODGroups from various floating city bits
38 Days Ago
Added another NPC to the second farm entrance NPC's now remember if you've paid, persists through server restarts S2P floating city 1+2
38 Days Ago
Merge from parent
40 Days Ago
Switched monument entities either to simple models or immortal, non-pickupable versions of the entity (Affects connected speakers, boom boxes, beach table and beach chairs) S2P floating city 1, 2, 3
40 Days Ago
Merge from parent
45 Days Ago
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers S2P floating city 1+2
45 Days Ago
Merge from parent
46 Days Ago
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless S2P floating city 1+2+3
48 Days Ago
New chainlink monument door (npc only and player compatible) Add placeholder conversation for farm access, charges scrap for now (temp) When a door is opened by an NPC in a conversation it will then be closed after 5s
48 Days Ago
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
4 Months Ago
Merge from naval_update
5 Months Ago
Apply delta time
5 Months Ago
Expose a MovementMultiplier slider to SimpleFloatingEntity
5 Months Ago
Remove temp testing walkways
5 Months Ago
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
5 Months Ago
Possibly fixed simple floating platforms flipping
5 Months Ago
Fixed SimpleFloatingEntity running logic if no players are nearby
5 Months Ago
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
5 Months Ago
Merge from parent
5 Months Ago
Add some Y offsets to the buoyancy points on the walkway prefab
5 Months Ago
Build manifest
5 Months Ago
Merge from parent