branchrust_reboot/main/naval_update/deep_seacancel
218 Commits over 92 Days - 0.10cph!
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
merge from naval_update -> deep_sea
Added IClientComponent to CullWhenInside so they never spawn on the server
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days
We'll have an HLOD anyway
Added DeepSeaFloatingCity component back to the floating city prefab
Manifest
merge from naval_update/deep_sea/cargoship
merge from climate -> deep_sea
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