branchrust_reboot/main/naval_updatecancel
1,318 Commits over 306 Days - 0.18cph!
merge from naval_update/deep_sea
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
Bunch of GC fixes for the boat building UI now it's not just for debugging...
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
Fixed small ramp colliders not on wood layer
Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
Emission texture & mat for the deep sea buoy.
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
Fixed slightly floating crate on docks
Fixed z-flickering under casino stairs
Another attempt at fixing disco ball flashing
Scene2prefab
fixed a floating junkpile in excavator_yaw prefab
excavator S2P
Some deep sea cleanup and pool leak fixes
Map marker edit UI now appears above fog of war
Inventory null check in Mailbox
Fixed not being able to switch to softcore on craggy island
Don't drop softcore corpses if the deployable is on a player boat
Only calculate position and scale once in ImpostorBatching
Hooked up missing Impostor component and fixed incorrect LOD4 material on:
palm_tree_tropical_small_a
palm_tree_tropical_med_b
palm_tree_small_a
palm_tree_small_b
S2P all tropical islands
Small engine now switches to a non shadow casting static mesh at LOD 3+4
Added a boat building player inventory loadout
Fixed being able to place engines and small ramps in prevent building volumes
Removed some client allocations in RepairCostIndicator
Reworked the now broken oil rig flame. Cheaper. Better.
Hopefully pointing the wrong way like the old one.
Fixed negative scale warning on cannon gibs
Fixed tutorial islands getting the wrong ID when loading a save
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers
This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
Merge from boat_water_fx_optim
Swap to of the anchor colliders to metal where it makes sense
Swap bbs interaction colliders to wood instead of concrete
Sail is now actually cloth instead of wood
Made colliders a bit more accurate on the top
Fix a duplicate bone name on the cannon
Swap interaction collider from box to sphere, fits better and stops bullets getting caught on the corners like before
Fix incorrect material
Collider fixes for plank and ramp, assign wood material
Fixed some duplicate collider names on triangle ladder hatch
Fixed a tarp on the elevator shaft that had LOD1 at a different position
Pass over all the boat blocks themselves
Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest
Fixes more offset / scaled / missing impact effects and stringpool warnings
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
Merge from boat_repair_fixes
Use collider cleanup tool to reset scaled transforms on all windows, embrasures, window bars, ladder hatches
Should fix scaled impact effects and C4 getting stretched when stuck to their colliders
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Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
Improved the island appearance on the map, just gradient from sand to grass based on terrain height
Better than greyscale, not quite as good as the mainland
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
Fixed GrowableGenetics and UpdateResourcePings pool leaks
Fixed boogie board LOD not marked as dynamic
Fixed every impact fx in the deep sea being sand
Ruins B crate spawn fixes.