branchrust_reboot/main/naval_update/deep_seacancel
43 Commits over 31 Days - 0.06cph!
merge from naval_update/deep_sea/wipe
merge from naval_update -> deep_sea
Convared all the deep sea generation settings for debug purposes
Added commands to spawn cities and ghost ship on current player position
Deep sea now spawns floating cities (the placeholder version)
merge from naval_update -> deep_sea
merge from deep_sea/islands
merge from deep_sea/networking -> deep_sea
merge from deep_sea/portals -> deep_sea
Fixed deep sea spawning erroring on other scenes
merge from naval_update -> deep_sea
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
merge from deep_sea/portals -> deep_sea
merge from deep_sea/portals -> deep_sea
Include all the other prefabs updated when generating manifest
Commit AK FBX that keeps being reserialized
merge from deep_sea/portals -> deep_sea
merge from naval_update -> the correct `naval_update/deep_sea` branch
Commit .meta files for floating walkways too
Delete `private.0.meta` file that keeps popping up in plastic
Show name of prefab inside `FindPrefab` profiler scope
- inside `LoadFromResources` and `PrefabPreProcess.Process` scopes so we can see what entities are specifically taking time to initialize when loading (in craggy)
Regenerate "ResetStaticFields" for DeepSeaManager
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
merge from deep_sea/collider_debug -> deep_sea
merge from naval_update/deep_sea/radiation
merge from deep_sea/networking -> deep_sea
Islands do not use MoveToDeepSea, they don't have to
merge from deep_sea/islands
merge from deep_sea/spawn_command -> deep_sea
make deep_sea branch a sub-branch of the naval update