branchrust_reboot/main/naval_update/scientist_rhibcancel
39 Commits over 122 Days - 0.01cph!
LODs Export Scientist RHIIB
Turn off RHIB map if in Hardcore
Small map screen changes
Ensure RHIB population still works
naval_update -> scientist_rhib
naval_update -> scientist_rhib
Allow AI to drive anything derived from BaseVehicle
New custom upload loop. Safely turned on/off if AI is assigned
HasDriver flag set but mounting logic stays the same
Play an on/off animation on the maps when the engine is toggled on or off
Map system refactor and storing in its own file
Folder cleanup
Fixed notify LOD notifing the wrong object
Added toggleable working lighting, needs some work to make it prettier
Better script split off (keep relevant scripts under client objects where required)
Always lerp the left hand target, so its not being aggressively set. Eg if you let go of the throttle we will gradually move back to a steering hand position rather than snapping
RHIB maps move to follow RHIB position
Better map screens
Seperate off new material
Bunch of methods from regular in game map
naval_update -> scientist_rhib
Set the new map on the RHIB to use the same shader and basic setup as map views in the server browser
Use a single shared 200 x 200 texture to keep costs down
Show the real ingame map on a RHIB screen
Animate the throttle level on the new RHIB
Support reverse
Scientist RHIB texture and model update
Added working compass to the new RHIB
Fixed the propellers not rotating with movement speed
Add Waterworld to the scene loader
Change texture compression on the RHIB controls
Fix new drybox not spawning on the RHIB
naval_update -> scientist_rhib
RHIB LOD material optimisation
naval_update -> scientist_rhib
naval_update ➡️ scientist_rhib
Fixed broken terrain setup
Made waterworld for testing