branchrust_reboot/main/naval_update/deep_seacancel
218 Commits over 92 Days - 0.10cph!
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
Fixed deep sea entrance billboards spawning at the wrong pos
Tweaked exit billboard size and pos
Fixed portal renderer toggle convar not working
Moved a bunch of replicated convar to client only
Removed InitBounds hack in deep sea portal UpdateRenderer
Fixed floating city losing their global networkness on save restore
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation
Renamed some stuff to avoid confusion
Disabled deep sea portals debug by default
merge from naval_update/deep_sea/billboards
merge from deep_sea/billboards
Prevent open and close commands when the deep sea is busy (opening or closing)
Don't parent the exit portal, to keep it consistent with entrance portal
disable biome fog when in deep sea
Toned down the waves when crossing the portal as its client only
Deep sea icon for the map and death screen toggle button
Removed the collision on the deep sea portal buoys
Don't kill deep sea manager and deep sea portals during the deep sea wipe
merge from deep_sea/hackable_crate
Removed deep sea island tree spawning code, not needed anymore
Added "Cannot build in the deep sea" toast when trying to build in the deep sea
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
Set tropical3 and tropical4 terrain to Terrain layers
Rebaked shore vectors and S2P
Made a proper material for the sea floor of the deep sea
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
Dont call kill on dead or destroyed players
Better logs from deep sea commands
Fixed client portal weather lerping
Make sure to network the deep sea Open flag to clients
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
merge from fc_shorevector_fixes
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
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
Added deepsea_floatingcity3
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
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