12,738 Commits over 2,315 Days - 0.23cph!
Remove manual button, all sorting is now automatic while powered and enabled
Removed associated UI and RPC
Fix pooling issue on sort config panel
Merge from hackweek_boxsorting
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
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Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
Merge from hackweek_boxsorting
Added server.allowSorting convar as a safeguard (defaults to true)
Merge from hackweek_boxsorting
Fixed storage adaptor input slot not showing handles
Only allow sorting while powered
Remove automatic mode
Apply translations
Merge from water_jump_height_change
Increase jump up height when exiting water onto a ledge (13 -> 18)
Fix ammo vis not initialising properly in some cases
Allow food to be stacked regardless of spoil time in the cooking workbench, will use the lowest spoil time so use with caution (food safety is no joke)
Food will now no longer spoil if it is in the arctic biome
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)
Fixed some awkward interactions with the underground layer controller and deep sea toggle
Refactored fog of war into two separate sets of fog - mainland and deep sea
This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images
Re-enabled opening the map in hardcore/deep sea
Added new server.deepseafogofwar convar, defaults to true on all game modes
Fixed deep sea fog not working on death screen correctly
Fixed fog not calculating while in deep sea until the player opens the map at least once
Possibly fixed fog revealing a couple of pixels on the other side of the world
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Set small ramp collider layer to Vehicle world, solves some clipping issues
Fixed player placed markers not working in the deep sea
The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland)
This is applied across all markers - death, mission, team mates, etc
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
Fix NRE when spawning deep sea with no cities
Switch fog of war drawing to main thread, seems to resolve loading issues
Don't allow fog updates until we've received the current state from the server
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