132,134 Commits over 4,232 Days - 1.30cph!
Fixed icons overlapping when using a custom sorter with < 5 items
Merge from hackweek_boxsorting
Fixed missing power input arrow on storage adaptor
Fix food in a backpack dropped in the snow spoiling
merge from main (lot of prefabs conflicting because of a manifest update on main, auto resolved all of them, went well)
Layer change on small ramp to work with projectiles
Remove displacement manager from foliage tropical prefab (change was stomped in merge)
EntityParentSettings now runs when spawning an object via convar command
Added a new toggle to trigger PostMapEntitySpawn on child objects, enabled on all of the floating cities
Correct serialized terrain size on island prefabs
Add Model components to Plank, Cannon, Steering Wheel, Anchor, Small Engine, Sail
Fixed NRE when spawning VM's in deep sea after an hour of server uptime
Disable dynamic pricing on deep sea vm's (they're not around long enough for prices to shift anyway)
Naval + Indirect Instancing smoke test
Also delete some duplicate textures
Removed some duplicated mailbox assets in sail folder and duplicate PropRenderer component
Fixed sail guide scale
Fixed sail orange deploy guide logic not working due to rotation issues and client/server issues
merge from naval_update/deep_sea
- FIxed PT boat not loading properly sometimes as it was marked as an 'invalid boat' when it couldnt get a reference to its storage area
- Fixed weird piloted by ai bug when loading PT Boat
- Lowered reload time from 15.3 to 15 seconds
merge from naval_update/deep_sea
Merge from main
Stomp cake.entity.prefab due to incompatible changes, will need to be redone on this branch
rhib_fixes -> naval_update
Swap drybox to use mailbox sounds
▍▄▄ ▊▍▍█▇ ▅▉▄▊▍▍▍ ██▊▄▇▋ ▆▍▆ ▅▉▍▆▇ ▉▉▄▋▋▉▄ ▆▉▌ ▍█▉▉ █▊ ███ ▋▉▄▍, ▋█▄▊ ▅▋▉█▍▅▄ ▊▍▄ ▌▆ █▌▅ ▍▌▅▍▆ ▋▉▉▊▄ ▉█ ▋█▊▆▆▊▌ ▍▉▄█▍▆
- █▍█ ▊▊▆ ▄▍▇▄ ▅▉ ▉▌▍ ▊▆▌ ▇▇▊▆
- Setup better detailed colliders on the RHIB (fixed window and console etc)
Sails, engine and steering wheel rotation now snap to the cardinal directions of the boat blocks. R key 90 degree rotation increments applied on top, based on player & placement position.
This keeps sails, engines and steering wheel aligned with boat blocks.
Add support for Socket_Free to use target entity cardinal snapped rotation with R key rotation applied.
Remove logs on FindClosestPlayerTarget(), gate the rest behind if UNITY_EDITOR
Various PT boat polish/lighting.
merge from naval_update/island_scenes
Smaller deep sea playable area (only tweaked the generation margins)
Fixed deep sea weather fuckery, still not 100% working with vclouds
Whitelist wall_single_shallow_shelf for playerboats and playerboat construction.
Coconut spawn areas below palms on the islands.
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
Coconut related leftovers.
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands
Remove tutorial island spawn position if they are on the deep sea entrance portal side
Spawnpop.
RNG'd coconut look.
Manifest.
Coconut world spawn entity
Stop anchor rope always animating
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast
Also fixes them leaking after a server restart
Added buoys alongside the exit portal too
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed
Terminal entity was killed before the wheel entity