branchrust_reboot/main/naval_updatecancel
1,242 Commits over 275 Days - 0.19cph!
Fixed new scientists not applying damage to shields properly
Fixed missing translations on small ramp
FIxed sails and engines cutting out if player stood on the end of the small ramp
FIxed MapView exception when dying in deep sea due to it closing
Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
Merge from floating_cities
Fixed the alignment and size of all the tropical island map markers
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
tweaked material of boat building station to use new texture
Don't allow the deep sea terrain config to load if the player is in the tutorial
Cherry pick
136869 to expose bake heightmap shortcut, useful outside of hackweeks
Fixed missing ghost ship map marker
Merge from fog_multithread_fix
merge from floating cities
Merge from main_merge_10_nov
turret_head_animations -> naval_update
turret_head_animations -> naval_update
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
removed batching scripts from cargoship prefab
turret_head_animations -> naval_update
scientist_boats_ai_improvements_3 -> naval_update
Disable deep sea in the AutomatedTests scene
Restored copypaste snap to zero height option (was lost in the merge)
Fixed more copypaste merge issues
scientist_boat_ai_improvements_3 -> naval_update
Merge from floating_cities
Merge from naval_update/floating_cities
scientist_boats_improvements_3 -> naval_update
reduction in sail position influence on thrust, less than half what it was but still double the engine's
- still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
turret_head_animations -> naval_update