branchrust_reboot/main/naval_updatecancel
1,632 Commits over 337 Days - 0.20cph!
Hide and disable boat ladder
Update VehiclePrivilege's menu options text to reference vehicle instead of cupboard. (will fix Tugboat too)
Remove new scientists from desert military base
Final spawns on tropical2
Fixed casino floor zfighting - S2P FCs
merge from wall_parenting_triggers
Merge up from floating cities subbranch to incorporate food marker container collision fixes, and ladder passes on all FCs.
Merge from naval_missions
LS gap, lowered box in gap
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Enabled AllowKinematicDrift for PlayerBoat
more splat work ferry terminal
Merge from netting_placement_rework
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more splat on the right of ferry terminal
Boat planner can go into tc tool slots
glass surface types for airfield hangars
Add model components to all window bars, embrasures, floor grills, shelves to fix offset bullet impacts and stringpool warnings
deleted stray foundation piece water_well_b
stripped rendererbatch on powerline cardboard crates as that still causes issues
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Enabled RW on 2 bullet meshes to fix 50 cal particle system warnings
merge from fix_boat_teleport_checks -> naval_update
Set tropical terrain material decal layers 0 & 1
Merge from tropical_shore
soften wallpaper/planner deploy sound and add two more variations since we're hearing it more often now
Fixed mainland fog of war being cleared when deep sea closes
Increase imposter render bounds to fix culling issues in deepsea
reduce cannon fire mech sound volume slightly
assign UI handling sounds to boat deployables
Null check in TerrainPath:FindClosest
Add PT Boats to deep sea vehicle whitelist
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Fixed incorrect layer on small ramp trigger allowing opening into construction
Don't allow ramp to be extended if there are static world objects in it's bounds
Show a blocked interaction prompt if the ramp cannot be extended
Use slightly smaller bounds when picking a spawn position for ghost ship sounds
Fix tropical1 terrain size, and add earlier assert
Dwelling prefab zero points
Heightmap for ruins
Scene backup
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
Large & small boathouse prefabs.
Fixed shadow proxy on walkway large stairs.