branchrust_reboot/main/naval_update/deep_seacancel

218 Commits over 92 Days - 0.10cph!

6 Days Ago
Deep sea: - Removed the rad volume on the exit side of the deep sea - Rad volumes are now server only - Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals - Code cleanup
6 Days Ago
merge from naval_update
7 Days Ago
merge from naval_update
7 Days Ago
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
7 Days Ago
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
7 Days Ago
Removed InitBounds hack in deep sea portal UpdateRenderer
7 Days Ago
Fixed floating city losing their global networkness on save restore
7 Days Ago
merge from naval_update
17 Days Ago
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation Renamed some stuff to avoid confusion
19 Days Ago
Disabled deep sea portals debug by default
19 Days Ago
merge from naval_update
19 Days Ago
merge from naval_update/deep_sea/billboards
19 Days Ago
merge from deep_sea/billboards
19 Days Ago
merge from naval_update
19 Days Ago
Tweaked deep sea fog
19 Days Ago
Prevent open and close commands when the deep sea is busy (opening or closing)
19 Days Ago
Don't parent the exit portal, to keep it consistent with entrance portal
20 Days Ago
disable biome fog when in deep sea
20 Days Ago
merge from naval_update
20 Days Ago
Toned down the waves when crossing the portal as its client only
20 Days Ago
Deep sea icon for the map and death screen toggle button
20 Days Ago
Removed the collision on the deep sea portal buoys
20 Days Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
20 Days Ago
merge from naval_update
20 Days Ago
merge from deep_sea/hackable_crate
21 Days Ago
Removed deep sea island tree spawning code, not needed anymore
21 Days Ago
Added "Cannot build in the deep sea" toast when trying to build in the deep sea
21 Days Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
21 Days Ago
Set tropical3 and tropical4 terrain to Terrain layers Rebaked shore vectors and S2P
21 Days Ago
Made a proper material for the sea floor of the deep sea
21 Days Ago
merge from naval_update
24 Days Ago
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
24 Days Ago
Dont call kill on dead or destroyed players
24 Days Ago
Better logs from deep sea commands
24 Days Ago
Fixed client portal weather lerping
24 Days Ago
Make sure to network the deep sea Open flag to clients
24 Days Ago
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
24 Days Ago
merge from fc_shorevector_fixes
24 Days Ago
merge from naval_update
24 Days Ago
merge from naval_update
24 Days Ago
merge from naval_update
24 Days Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
24 Days Ago
codegen
24 Days Ago
Deep sea now have a cooldown in between each wipe Entities created when killing scientists and players are now killed correctly Replaced deepsea.wipe command by deepsea.open and deepsea.close Added deepsea.printState for debugging
25 Days Ago
Added deepsea_floatingcity3
25 Days Ago
merge from naval_update
25 Days Ago
merge from naval_update
25 Days Ago
merge from naval_update
26 Days Ago
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
26 Days Ago
Enable fog of war in the deep sea in non hardcore modes Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work In hardcore mode the deep sea map is entirely disabled Fog is reset when the deep sea wipes Fixed hardcore not working on craggy