12,489 Commits over 2,284 Days - 0.23cph!
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
Boilerplate for sawpping the foliage system out to a deep sea specific version
Not currently working
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Merge from floating_cities
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
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Fix a WaterVisibilty NRE when player dies
Better behaviour for focusing the map on the player when switching between deep sea/mainland
Fade in deep sea button, hide if deep sea is disabled
Add icon to switch between deep sea and regular maps on the death screen
Add compass marker for leaving the deep sea
Fixed beach chair on tropical island 1 pickupable
Add images for the other tropical islands
Merge from floating_cities
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Fixed negative box collider size on casino barge culling volumes
Added new floating city map marker
S2P FC 1,2,3
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
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
Merge from project_hammer
Roll back recent inEyesView changes, not reliable enough
Fix terrain textures appearing incorrect when exiting map
Don't show fog of war on rhib map
Re-enable fog of war
Disable map markers changing global group if they are in deep sea
Reallow deep sea map from mainland
Create new island map markers
Add MapBlit tool to bake out the current map into a 8x8k image for external tools
Don't show deep sea map button if not in deep sea
WIP deep sea map work
Add a button to toggle between modes, disable fog of war for now
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
Merge from floating_cities
Cleaned up some LODGroups from various floating city bits
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
Run the deep sea terrain config when in island scenes (See DeepSeaEditorScene component)
Only allow interaction when looking at the base of the bridge
Make fold out colliders convex, general prefab setup
Merge from main (stomp oilrig_1 prefab, will need a S2P)