130,889 Commits over 4,232 Days - 1.29cph!
Remove wake from parent boat
Add wake to child blocks
Only enable if above a certain velocity and there is a clear space in the opposite direction of the boats velocity
Add some time and distance gating, only update splash fx every 0.25s and if within 50m of the player
- Fix AI beig a bit awkward with the new aiming system
- Send snapshots in the right space
- Don't use the interpolator when reconcilling
- Fix incorrect forward directions after changing those space transforms
- Missed HasAuthority check
play a sound when finishing building from the steering wheel
modular boat engine reverse sound
- Fix client trying to override the reoncilliation when reloading
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merge from naval_update/deep_sea
Don't bother looking for passengers if we're trying to teleport a BasePlayer
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Fixed weather changing abruptly when entering the deep sea exit portal
Compile fix
- Revised all of the World -> Turret space angle projection math
- Prefix a bunch of variables with their 'space' eg world or turret
- Rewrite some of the rotation code
- Fix some bugs with stuttery or locked rotation (spinning us around sometimes)
play deploy effect when rotating sail
Add splash fx to triangle hull pieces
only play water sounds if modular boat is actualy in the water
modular boat sinking and ambient low health sounds
Fixed snow inside the entrance deep sea portal
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merge from naval_update/deep_sea
Improved the deep sea billboards spawning positions
Add splash fx to all 4 edges of the square boat hull
Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
merge from naval_update/deep_sea
Teleport trigger can also show toats
Players cannot enter the deep sea when its about to close
Added toasts telling you why you cant enter (or leave)
- when its about to wipe
- when you don't have the right boat
- when you don't have a boat (swimming)
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
Fix server/none compile error in MeshTerrainRootRuntimeObject
Mark steering anim as non-looping, fixes it flipping over when at 1
Merge from naval_missions
Merge from naval_missions
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Add new dwellings to manifest
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending
Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render
Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
Remove accidentally comitted test script
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
Print deep sea radiation amount in deepsea.printState command
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid.
Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
Tweaked end of deep sea wipe radiations