branchrust_reboot/main/naval_updatecancel
1,240 Commits over 275 Days - 0.19cph!
Merge from naval_update/industrial_optim
Added 15 industrial tests to the test suite
Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade.
Assign to wood_boat_hull, wood_boat and PlayerBoat properties.
No actual changes in protection properties yet.
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Kill deep sea if water system is null
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Removed the deep sea top collider, so supply drop cant get stuck
Also show the current health in boat building UI to make it more obvious if you need to repair
Reduce SailPositionInfluence
merge from naval_update/deep_sea
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
Profiling PlayerBoatSounds
Merge from naval_missions
Also allow concrete, sandbags and stone barricade in the deep sea
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources
These paths are now completely physics free
Merge from relationship_optim
Merge from botcollider_optim
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
Fix scientists fsms being added to client budget queue in editor
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
Re-enable scientists on deep sea islands
Make sleeping component server only
reduced packed blend mask resolution.
Hook new scientists to AIzones so that they go to sleep when no player is around
Readd new scientists to oilrigs
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client
Should save 0.1ms a frame
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
Remove SimpleFloatingEntity and associated prefabs, they were never used
ScientistBoatOilrigManager: Fix collection was modified error.
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
Allow wooden barricades in the deep sea
Boat building UI toggles its canvas when not visible
Fixed oil rig world space canvas never being culled (has been stomped at some point)
S2P both oil rigs