branchrust_reboot/main/naval_updatecancel
128 Commits over 153 Days - 0.03cph!
Fixed new scientists not applying damage to shields properly
Fixed missing translations on small ramp
FIxed sails and engines cutting out if player stood on the end of the small ramp
FIxed MapView exception when dying in deep sea due to it closing
Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
Merge from floating_cities
Fixed the alignment and size of all the tropical island map markers
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
Don't allow the deep sea terrain config to load if the player is in the tutorial
Cherry pick
136869 to expose bake heightmap shortcut, useful outside of hackweeks
Fixed missing ghost ship map marker
Merge from fog_multithread_fix
Merge from main_merge_10_nov
Merge from floating_cities
Merge from naval_update/floating_cities
Ghost ships now show a map marker
Fixed rotation of deep sea island icons
Merge from floating_cities
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes
These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant
This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
Merge from main_merge_31_oct_try_again
Switch fog of war back to the background thread, seems to work locally?
Added prevent movement volumes to the small ramp to stop players falling through
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
Apply shelf
11708 from aron.s, fixes growable interactions in floating city
Fix being able to open farm door from below
Fixed small ramp getting destroyed when entering/exiting build mode
Mark small ramp colliders as r/w
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds
Down to 4 on a 2.5k map, 6 on a 4k map
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Merge from floating_cities
Merge from floating_cities
Merge from floating_cities
Merge from main (stomp oilrig_1 prefab, will need a S2P)
Fixed NRE on boot caused by chicken coops