branchrust_reboot/main/naval_update/deep_seacancel
311 Commits over 122 Days - 0.11cph!
Fixed deep sea weather fuckery, still not 100% working with vclouds
tutorialisland.debugIslandPos -> tutorialisland.debugIslandPositions
Added tutorialisland.debugIslandPos, draws bounding boxes for all possible tutorial island positions
Fixed junkpiles and dive sites all spawning at the same place, regression from WorldBoundsMinusTutorialIslands
Remove tutorial island spawn position if they are on the deep sea entrance portal side
Switched deep sea portal buoys to simple client spawned prefabs. Allows us to see them past network range without using global broadcast
Also fixes them leaking after a server restart
Added buoys alongside the exit portal too
Fixed big wheel server NRE if the payout happens to be at the moment the deep sea closed
Terminal entity was killed before the wheel entity
Fixed long boats not able to teleport to the deep sea
Exit portal now needs to be crossed, like the entrance
Removed default save name from craggy
Fixed duplicated deep sea markers
Fixed deep sea exit portal always spawning south
Some refactoring
Fixed MapView NRE when disconnecting with the map open
Make sure the weather isnt stormy in the deep sea when opening
The waves were messing with the boat buoyancy during the spawning phase
Fixed rhib map screens masking:
- switched to rect 2d mask
- added support for rect 2d masking in the map shader
Fixed deep sea billboards leaking after a server restart
Added a minimun distance for the deep sea billboard, so they don't look weird at low draw distance
Deep sea portal debug command fix number 74
Fixed zipline editor NRE caused by floating city 4
Added map marker to show the deep sea exit, when in the deep sea (placeholder styling)
Block accidental admin kills on floating cities and islands
Removed the fat sphere collider enclosing the casino in floating city 4
S2P
Added floating city 4 to the deep sea
Set deep sea wipe cooldown default to 1 hour (was 2)
Swimming players can't cross the portal
Players no clipping are allowed for debug purposes
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
Fixed debug portal renderer being visible with the convar off
Updated deep sea map marker tooltip wording
Added deepsea.setTimeToNextOpening
Lets you set the time before the next deep sea opening
Cleanup spawning code, we don't need the global broadcast parameter anymore - its set in the prefabs
Restored BoatBuildingBlock retarget when entering portals
Fixed error when adding the same ent multiple times to crossing entities list
Set ghost ship prefabs as globally networked in deep sea realm by default
Moved deep sea portal OnTriggerStay to invokes
Added deepsea.printTriggerState command to debug the state of deep sea triggers
Kayak and DPV can be deployed in deep sea
Allow tugboat in deep sea
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