branchrust_reboot/main/naval_updatecancel
1,632 Commits over 337 Days - 0.20cph!
Merge from naval_missions
Merge from naval_missions
Merge from naval_missions
Fix compile error in BoatBuildingStation when build option is set to NONE
Fix compile error on client
Merge from give_scientists_real_weapon_entities
Material tweak to suppress the puddle effect on the deep sea islands.
Merge from add_printorkilloffnavscientists_command
Merge from fix_scientists_cant_enter_oilrig_rooms
Merge from fix_scientists_not_wounding
Merge from fix_scientist_cant_see_player_despite_touching
Merge from fix_ai_play_anim_nre
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Fixed a regression in the PT boat emission.
centred floating_city_3 terrain properly, rebaked shore vectors
Merge from deepsea_closed_fail_missions
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Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Fixed signal computer flare trigger.
Signal computer hums, and also does a little beep when ready to transmit.
Disabled tree minigame for palm_tree_tropical_short_e - too small
Tweaked floating city 3 shore vector volumes
S2P
Cannonball textures from 5.3mb to 0.6mb.
Minor deep sea code cleanup
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data
Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Reserved flag fix (7 to 8 for flare)
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Signal computer mesh read/write for col.
Fixed being able to cross to deep sea with submarines on board
They didnt carry over but we now block entry with a toast, like for helicopters
deep sea signal computer flare launch sound and transmit sound tweaks
Flying cannonballs don't smoke like an old diesel engine.
Gave them a air streak instead.
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
extremely important cannonball ammo icon shadow fix
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
Fixed LOD distance issues on docks B and C
Fixed missing aerial collider.
Fixed collider issues on signal computer
Signal flare piggyback's off of the strobe light, and fires once when the computer is active.
Merge from naval_missions