branchrust_reboot/main/naval_update/deep_seacancel

347 Commits over 153 Days - 0.09cph!

10 Months Ago
merge from shore_vectors
10 Months Ago
Fixed deepsea wipe NRE, kill scientists first before killing the rhibs
10 Months Ago
merge from naval_update
10 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
10 Months Ago
Use the temperate biome accross the entire deep sea, will be replaced with Tropical later once thats added
10 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
10 Months Ago
Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction
10 Months Ago
Add a delay before invoking the deep sea server tick after a server restart
10 Months Ago
merge from naval_update
10 Months Ago
ValidBounds checks cleanup
10 Months Ago
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
10 Months Ago
Fixed entrance portal buoys spawning out of valid bounds
10 Months Ago
Fixed deep sea exit portal not working
10 Months Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
10 Months Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update -> deep_sea
10 Months Ago
Fixed deep sea marker not extending to the end of the screen
10 Months Ago
Screen shake & volume stuff.
10 Months Ago
Cannon attack
10 Months Ago
Tropical2 terrain set to the terrain layer
10 Months Ago
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
10 Months Ago
Tropical1 tree fixes
10 Months Ago
Tropical2 prefab setup
10 Months Ago
Added a tooltip on the deep sea map marker
10 Months Ago
Disabled pooling on ghostship for now
10 Months Ago
Fixed NRE when wiping the deep sea
10 Months Ago
DeepSeaIsland set its trees to the deep sea global network group
10 Months Ago
merge from naval_update/island_scenes
10 Months Ago
Scaled the deep sea marker, so it fits when the portal spawns south
10 Months Ago
merge from naval_update
10 Months Ago
Prefab with WIP FX.
10 Months Ago
Ship cannon WIP.
10 Months Ago
FX Progress Cannon AO not sRGB space.
10 Months Ago
Re-applied 132706 after merge
10 Months Ago
merge from naval_update
10 Months Ago
Deep sea generation tweaks and improvements
10 Months Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
10 Months Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
10 Months Ago
Added floating city 2 in the deep sea
10 Months Ago
merge from naval_update
10 Months Ago
merge from ghost_ship_parenting -> deep_sea
10 Months Ago
Global network the floating island entity, now that we split the children
10 Months Ago
Manifest update
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/deep_sea/map_marker
10 Months Ago
Add component to floating city prefab and deep sea island prefab
10 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
10 Months Ago
Add floating city to "Scenes/Monuments/" menu in editor
10 Months Ago
merge from disable_island_parenting -> deep_sea