branchrust_reboot/main/naval_updatecancel
1,242 Commits over 275 Days - 0.19cph!
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
merge from floating cities
scientist_boat_ai_improvements_3 -> naval_update
scientist_boat_ai_improvements -> naval_update
Add proper null check when dismounting weapon seats
Fixed copypaste merge fuckery, restored copyboat commands
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
Ghost ships now show a map marker
Fixed rotation of deep sea island icons
Merge from floating_cities
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes
These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant
This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
Fix broken animations on players/NPCs when taken from a pool.
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
merge from anchored_boat_mass
merge from deepsea_terraintexturing_leak
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
merge from engine_improved_fuel_access
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode)
- we should jobify the DistanceField stuff as well, but this is a quicker win
merge from floating cities
Merge from main_merge_31_oct_try_again
Merge from floating_cities
Merge from naval_missions
Merge from naval_missions
merge from boat_flipped_wheel_mounting
Switch fog of war back to the background thread, seems to work locally?
turret_viewmodel -> naval_update
corrected Sail's CacheIsWindBlocked check to handle realmed colliders
- tried batching this but there's not enough casts for it to be worth the overhead
boat engines don't apply force when boat isn't in water
merge from boat_better_shallow_water_behaviour
merge from Sail_Minigun_desc
merge from floating_cities
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Centralize logic that checks if a npc bullet will be blocked if they fire
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
Added prevent movement volumes to the small ramp to stop players falling through