branchrust_reboot/main/naval_update/deep_seacancel
349 Commits over 153 Days - 0.10cph!
Fixed deepsea wipe NRE, kill scientists first before killing the rhibs
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
Use the temperate biome accross the entire deep sea, will be replaced with Tropical later once thats added
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
Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction
Add a delay before invoking the deep sea server tick after a server restart
ValidBounds checks cleanup
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
Fixed entrance portal buoys spawning out of valid bounds
Fixed deep sea exit portal not working
Removed the random GiveUp text ddraw randomly telling me to give up in editor
Fixed IsInsideInnerBounds returning false when in the deep sea
merge from naval_update -> deep_sea
Fixed deep sea marker not extending to the end of the screen
Screen shake & volume stuff.
Tropical2 terrain set to the terrain layer
Added deep sea prevent building volume
Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
Added a tooltip on the deep sea map marker
Disabled pooling on ghostship for now
Fixed NRE when wiping the deep sea
DeepSeaIsland set its trees to the deep sea global network group
merge from naval_update/island_scenes
Scaled the deep sea marker, so it fits when the portal spawns south
FX Progress
Cannon AO not sRGB space.
Deep sea generation tweaks and improvements
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