branchrust_reboot/main/nexuscancel
463 Commits over 1,188 Days - 0.02cph!
Hopefully fix island billboards spawning too close for real this time
Fix duplicate inbound/outbound zones
Properly list nearby islands on the zone map
WIP connection point details on the nexus map
Fix look rotation is zero messages more
Fix ferry only wanting to travel to full servers
Stick a sign on the ferry that shows the name of the zone it is travelling to next
Make the nexus map only show details for a zone when it's not ambiguous (zoom closer into one)
Hopefully fix island billboards spawning close-ish to shore on some maps
Update ferry so it can find a proper place to go to/from when transferring to zones with no island billboard
Don't put the ferry in line for the dock until it's close enough
Require more water on the area in front of the ferry dock
Reduce the number of sphere casts ferries usually need to do
Remove a list sort in ferry pathing
Update island positioning so it should clamp itself within ValidBounds
Adjust island prefab so the triggers don't spawn closer than expected
Don't show the ocean transfer message on the HUD if the position the player is heading for is out of world bounds
Change debug logs when a transfer destination position couldn't be found to warnings (down from errors)
Only show the warning that nexus island couldn't be found for a ferry in editor
Scale the fallback transfer destination with island spawn distance to not spawn behind them
Update ferry sphere cast so it can collide with triggers tagged FerryAvoid
Avoid passing zero vectors to Quaternion.LookRotation in ferry
Update math to determine island billboard positions so it hopefully lines up with the maps now
Reduce how far out the island billboards spawn so they aren't out of bounds on larger maps
Fix the nexus.transfer command taking the ferry with you when on a ferry
Fix scaled map coordinates having the wrong sign on one end
Initial implementation of ferry queueing at docks
Scale out of zone bounds coordinates down on the nexus map so markers shouldn't appear over the wrong zone when far in the ocean
Early exit from update if map isn't open
Improve the ferry movement animation a bit
Double the max speed of the ferry for testing
Add some debugging features to the ferry (add FERRY_DEBUG to scripting defines to enable)
Remove the layout component (again) from GameUI.Hud.Vitals
Merge commit
71034 didn't apply the removal in
70970 properly
Show the player position on the nexus map and make it support focusing on the player
Parse map metadata from the nexus
Automatically show details for the zone in view on the nexus map
Don't add an ocean margin on the nexus map images
Fix nexus map not covering the screen when zoomed out on ultrawide
Better rendering of transparent maps
Remove the hack to fade out the borders
Fix transfer using zone keys as if they are case sensitive
Fix vehicles not disabling transfer protection immediately when they have no driver
Adjust nexus map margin size depending on map size and render scale
Multiply the map alpha on the margin so it always fades out across the margin
Replace HasFlag(Protected) with IsTransferProtected()
Fix NRE spam when running client+server and a NexusIsland spawns
Replace HttpImage with inline image loading logic to handle loading/missing states better
Add tab buttons so the map can be switched between nexus and server maps
Remove UpdateFullFlag call from BaseVehicle.PlayerMounted and PlayerDismounted (redundant after previous changes)
Call UpdateFullFlag when adding or removing modules from a modular car as well
Call UpdateFullFlag for the vehicle when a BaseMountable is mounted or dismounted
This was already the intention but BaseVehicle's PlayerMounted and PlayerDismounted are not called when restoring mounts from a save
Unparent entities which are not a part of the transfer so they don't get killed when the transfer succeeds
Don't allow mount/dismount when the entity is being transferred