branchrust_reboot/main/naval_updatecancel

1,240 Commits over 275 Days - 0.19cph!

6 Hours Ago
Merge from main
6 Hours Ago
Merge from naval_update/industrial_optim
Today
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
Today
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.
Today
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Today
Kill deep sea if water system is null
Today
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Today
Formatting
Today
Removed the deep sea top collider, so supply drop cant get stuck
Today
Also show the current health in boat building UI to make it more obvious if you need to repair
Today
Reduce SailPositionInfluence
Today
merge from naval_update/deep_sea
Yesterday
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
Yesterday
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
Yesterday
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
2 Days Ago
Merge from main
3 Days Ago
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
3 Days Ago
merge from main
3 Days Ago
Profiling PlayerBoatSounds
3 Days Ago
merge from main
3 Days Ago
Merge from naval_missions
3 Days Ago
Also allow concrete, sandbags and stone barricade in the deep sea
3 Days Ago
Merge from boat_health
3 Days Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
3 Days Ago
Merge from main
3 Days Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
3 Days Ago
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
3 Days Ago
Merge from relationship_optim
3 Days Ago
Merge from botcollider_optim
3 Days Ago
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
4 Days Ago
Fix scientists fsms being added to client budget queue in editor
4 Days Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
4 Days Ago
Re-enable scientists on deep sea islands
4 Days Ago
Make sleeping component server only
4 Days Ago
reduced packed blend mask resolution.
4 Days Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
4 Days Ago
Readd new scientists to oilrigs
4 Days Ago
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
4 Days Ago
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
4 Days Ago
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
4 Days Ago
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
7 Days Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
7 Days Ago
Remove SimpleFloatingEntity and associated prefabs, they were never used
8 Days Ago
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8 Days Ago
ScientistBoatOilrigManager: Fix collection was modified error.
8 Days Ago
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
8 Days Ago
Allow wooden barricades in the deep sea
8 Days Ago
Boat building UI toggles its canvas when not visible
8 Days Ago
merge from main
8 Days Ago
Fixed oil rig world space canvas never being culled (has been stomped at some point) S2P both oil rigs