branchrust_reboot/main/naval_update/deep_sea_repelcancel

4 Commits over 0 Days - ∞cph!

Today
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
Today
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
Today
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
Today
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now