131,293 Commits over 4,232 Days - 1.29cph!
merge from main/space_station_weapon_skin
fix missing sound class and template assignments on space lr300 sound defs 🤔
make one specific damaged boat sting sound less stupid
merge from main/naval_update/floating_cities/island_ambience
couple minor volume tweaks
merge from main/naval_update
New sound for deep sea wipe alarm
Add warning for missing spawn groups instead of just silencing them
Volume changes on casino card area and foliage sounds removed
Remove leftover DamangeRenderer component on PlayerBoat
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
Merge from naval_missions
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions
- Also fixed objective map and compass markers for those missions not working as they should
- Fix being able to focus on invisible objective map markers
merge from main/naval_update/pt_boat_sounds
merge from main/naval_update
pt boat gunshot tweaks and distant shots
pt boat uses silent water-enter-exit splash in buoyancy so it stops making so many squishy sounds
PlayerBoat.MaxVelocity is now a replicatedvar
merge from fix_batching_ghosting -> naval_update
Steering is no longer applied if anchored.
Fix Render batching occasionally persisting after the prefab is deleted
- caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
Revert BoatBuildingStation.GetForPlayer changes
Refactored separate creation of OBBs into a single function.
Steering wheel check uses same entity finding as rest of BBS functionality.
Add shield stats display to techtree selections
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
Boatbuilding UI: Only check vis every second,
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
Fix tropical underwater overlay logic issue
Fix dwelling NRE causing deep sea islands to not spawn fully.
merge from main/naval_update/floating_cities/island_ambience
Null check reloaded sound for cannons
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
merge from Techtree_PrimHard_Nava
Remove some redundant checks from CanClearArea.
Misc rate limiting.
Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
reapply changes post merge
Merge: from spectate_3p_fix
- Bugfix for spectating yourself causing a client crash
Tests: tried to spectate via F1 menu - no longer possible