branchrust_reboot/main/naval_update/deep_seacancel

349 Commits over 153 Days - 0.10cph!

4 Months Ago
merge from shore_vectors
4 Months Ago
Fixed deepsea wipe NRE, kill scientists first before killing the rhibs
4 Months Ago
merge from naval_update
4 Months Ago
Update: skip server occlusion culling for players in the deep sea It'll still have some overhead for the server occlusion processing, but that'll be improved separately Tests: 2p session on craggy - tested occlusion with both on Craggy, one on Craggy and one in deep sea, and both in deep sea
4 Months Ago
Use the temperate biome accross the entire deep sea, will be replaced with Tropical later once thats added
4 Months Ago
Replaced the deep sea massive prevent building volume for a simple bound check Allow building in your boat while in the deep sea Added deepsea.block_building convar
4 Months Ago
Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction
4 Months Ago
Add a delay before invoking the deep sea server tick after a server restart
4 Months Ago
merge from naval_update
4 Months Ago
ValidBounds checks cleanup
4 Months Ago
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
4 Months Ago
Fixed entrance portal buoys spawning out of valid bounds
4 Months Ago
Fixed deep sea exit portal not working
4 Months Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
4 Months Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
4 Months Ago
merge from naval_update
4 Months Ago
merge from naval_update -> deep_sea
4 Months Ago
Fixed deep sea marker not extending to the end of the screen
5 Months Ago
Screen shake & volume stuff.
5 Months Ago
Cannon attack
5 Months Ago
Tropical2 terrain set to the terrain layer
5 Months Ago
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
5 Months Ago
Tropical1 tree fixes
5 Months Ago
Tropical2 prefab setup
5 Months Ago
Added a tooltip on the deep sea map marker
5 Months Ago
Disabled pooling on ghostship for now
5 Months Ago
Fixed NRE when wiping the deep sea
5 Months Ago
DeepSeaIsland set its trees to the deep sea global network group
5 Months Ago
merge from naval_update/island_scenes
5 Months Ago
Scaled the deep sea marker, so it fits when the portal spawns south
5 Months Ago
merge from naval_update
5 Months Ago
Prefab with WIP FX.
5 Months Ago
Ship cannon WIP.
5 Months Ago
FX Progress Cannon AO not sRGB space.
5 Months Ago
Re-applied 132706 after merge
5 Months Ago
merge from naval_update
5 Months Ago
Deep sea generation tweaks and improvements
5 Months Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
5 Months Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
5 Months Ago
Added floating city 2 in the deep sea
5 Months Ago
merge from naval_update
5 Months Ago
merge from ghost_ship_parenting -> deep_sea
5 Months Ago
Global network the floating island entity, now that we split the children
5 Months Ago
Manifest update
5 Months Ago
merge from naval_update
5 Months Ago
merge from naval_update/deep_sea/map_marker
5 Months Ago
Add component to floating city prefab and deep sea island prefab
5 Months Ago
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