branchrust_reboot/main/naval_update/deep_seacancel
110 Commits over 31 Days - 0.15cph!
When generating deep sea content, make sure it picks all prefab variants before randomising
Fixed active rhibs list not being cleared
Fixed deep sea portal map marker position
Make sure it doesnt dupe itself
Added floating city 2 in the deep sea
merge from ghost_ship_parenting -> deep_sea
Global network the floating island entity, now that we split the children
merge from naval_update/deep_sea/map_marker
Add component to floating city prefab and deep sea island prefab
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions()
- using separate component so we avoid reserializing every entity prefab for now
Add floating city to "Scenes/Monuments/" menu in editor
merge from disable_island_parenting -> deep_sea
Pushed a debug change by accident
Portal spawns within valid bounds
Vehicle whitelist cleanup
Fixed deep sea globally networked entities being considered as inside the tutorial network group by TutorialIsland.IsTutorialNetworkGroup
Fixed portal width extending over the terrain margins
Removed beach entities on tropical1, kept the meshes only for now
S2P
merge from naval_update/island_scenes
Renamed deep sea tutorial island
merge tropical1_prefab to deep_sea
Disabled map in the deep sea
merge terrain to mesh utility into deep_sea
merge from naval_update/deep_sea/portal_effects
Added a list of prefabs for islands and cities instead of using paths
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
merge from naval_update/island_scenes
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
Bump default ocean scale to 3 in deep sea
Fixed rain not working in deep sea because of thunder not being deep sea aware
(Effects still not working as they are spawning 500m up in the sky)
Fixed deep sea weather state sharing the same instance as the main island weather state
Apply shelf
11387 for Flavien
Switched TimeToWipe to a syncvar, removed the network update and let the clients calculate their end of wipe weather lerp
Deep sea wipe convar are replicated
2/? (plastic being plastic)
Switched TimeToWipe to a syncvar, removed the network update and let the clients calculate their end of wipe weather lerp
Deep sea wipe convar are replicated
1/2
Restored cargo ship deep sea avoidance following main merge
Load balanced the deep sea spawning so it doesnt slow down the server
Fixed blunders in deep sea commands
Added a convar to disable the deep sea: deepsea.enabled