branchrust_reboot/main/deep_seacancel
11 Commits over 0 Days - ∞cph!
merge from naval_update -> deep_sea
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
- fix colliders not being spawned at correct positions
- fix entity bounds not matching up with the intented bounds
- correct ValidBounds size
Add admin commands for testing
- enterdeepsea
- leavedeepsea
- createdeepsea (respawns the deep sea entity, not "gracefully recreate it")
Prevent players from accidently ent killing important entities (like the deep seas)
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
Get rid of the extra prefab for the "deep sea", instead put everything inside the DeepSea entity
- spawn it at 0,0,0 then teleport it to -6000
Increase network grid area from 8192 ->
16384 so it covers from -8k to +8k
- increase cell count to 512 so network grids remain 32m
Deep sea is located from -8000 -> -4000 on the map
- add 4k area to xAxis of ValidBounds (-4000 -> 4000) into (-8000 -> 4000)
- add 4k area to xAxis of physics bounds (-5000 -> 5000) into (-9000 -> 5000)
Create deep sea manager entity
- spawn as an important entity
- create center of map so we don't have to worry about bounds
Create basic deep sea prefab that contains box colliders around the ocean
- entity will spawn the "deep sea" prefab