branchrust_reboot/main/naval_updatecancel
579 Commits over 214 Days - 0.11cph!
Fix broken animations on players/NPCs when taken from a pool.
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
merge from anchored_boat_mass
merge from deepsea_terraintexturing_leak
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
merge from engine_improved_fuel_access
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode)
- we should jobify the DistanceField stuff as well, but this is a quicker win
merge from floating cities
Merge from main_merge_31_oct_try_again
Merge from floating_cities
Merge from naval_missions
Merge from naval_missions
merge from boat_flipped_wheel_mounting
Switch fog of war back to the background thread, seems to work locally?
turret_viewmodel -> naval_update
corrected Sail's CacheIsWindBlocked check to handle realmed colliders
- tried batching this but there's not enough casts for it to be worth the overhead
boat engines don't apply force when boat isn't in water
merge from boat_better_shallow_water_behaviour
merge from Sail_Minigun_desc
merge from floating_cities
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Centralize logic that checks if a npc bullet will be blocked if they fire
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
Added prevent movement volumes to the small ramp to stop players falling through
Improve reliability of scientists grenade throws:
- replace capsule collider with sphere collider, centered, more predictable bounces and less risks of getting caught on geometry
- "explode" on impact, reduces cases when the grenade lands next to player but bounces into the sea
Add more playables null checks
Fix scientists cancelling their behaviour because they think they can throw a grenade but they can't, fix some triggers being set to world and being hit by grenade trajectory prediction traces
merge from terrain_potato_disable
▋▇▊ ▊▉▆ █▇▋▉ ▆▅▄▍█▋▌▌█▌▍▇█▊▋█▊ ▅▋ ▊▋▆▊█ ▊▅▌▊▌▆▊▆▊▇▇ ▉▆, ▊▊'▊ ▇▌▌▆▉█ ▌▍ ▍▅▊▇▉▅▋▄ ▉▉▆▇▌▆▍▅▆ ▋▊ ▄ ▇▅▆▄█-▄▇▍██▍▆▇ ▍▋▋▊▇▊▉▊ ▇▄ ▊█▇ ▌▅▍ ▊▍▋ ▌▋▊▋▍▉ ▌█▌▌▉▅▊▄▍▍▉ ▆█▍▄▅█▍▅▉
Merge: from save_viewer_extras
- Save viewer can now filter for mobile(Sync Position) prefabs
- It can also aggregate by prefab
Tests: opened a save from the playtest
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.