branchrust_reboot/main/naval_updatecancel
1,632 Commits over 337 Days - 0.20cph!
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.
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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.
merge from main/naval_update/floating_cities/island_ambience
Null check reloaded sound for cannons
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Mat instancing for tropical foliage. (Respecting auto-change)
Island 4 initial spawner setup and deep sea script.
Merge from naval_missions
Fixed dock spawner on 2.
Added spawns to 3.
Fix placement guide showing doors as placeeable in the middle of a finished boat when they're not (guide only, was never actually able to place)