branchrust_reboot/main/naval_updatecancel
1,580 Commits over 337 Days - 0.20cph!
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera
Fixes the player spinning around when dismounting the cannon
Fixed coconut world spawn with wrong label
FIxed wrong item id on coconut item
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
Fixed incorrect id's on two deep sea dwellings
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
Can no longer use the spray can on modular boats
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings)
Admin only
AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here
Fix s2p failing on tropical4 when trying to pop terrains from an empty buffer list.
Rebake tropical4 mesh + s2p
Rebake tropical3 mesh + s2p
Rebake tropical2 mesh + s2p
Clean up mesh chunk folders + remove old versions
Rebake tropical1 mesh + s2p, set chunks/collider to terrain layer.
Moved a trash bag on docks C that was blocking movement annoyingly.
Renamed a mat to be more descriptive instead of Test.
Improved it.
Fixed deep sea editor flags and dupes.
Added meshterrain script to decor boats A & B
Commit the material changes that keep showing up.
Baked all heightmaps just in case
Bridged/eased more jump puzzles on high seas.
Added rowboat spawns to all docks variants.
Compacted ore spawns on 2
Added top ruins on 2
Unsaved splats apparently from 1.
Coords for ore spawners on 1
Bridged jump puzzles for these deep sea ruins.
Terrain adjustment for dwellings.
Merge from naval_missions
make one specific damaged boat sting sound less stupid
merge from main/naval_update/floating_cities/island_ambience
New sound for deep sea wipe alarm
Add warning for missing spawn groups instead of just silencing them
Remove leftover DamangeRenderer component on PlayerBoat
Merge from naval_missions
merge from main/naval_update/pt_boat_sounds
PlayerBoat.MaxVelocity is now a replicatedvar
merge from fix_batching_ghosting -> naval_update
Steering is no longer applied if anchored.
Fix tropical underwater overlay logic issue
Fix dwelling NRE causing deep sea islands to not spawn fully.