branchrust_reboot/main/naval_updatecancel

1,241 Commits over 275 Days - 0.19cph!

55 Days Ago
scientist_boat_ai -> naval_update
55 Days Ago
scientist_boat_ai -> naval_update
55 Days Ago
pt_boat_2 -> naval_update
56 Days Ago
merge from deep_sea_repel -> naval_update
56 Days Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
56 Days Ago
merge from cannon_water_fixes
56 Days Ago
merge from naval_update/deep_sea
56 Days Ago
merge from naval_update/deep_sea
56 Days Ago
merge from naval_update/island_scenes
56 Days Ago
merge from naval_update
56 Days Ago
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
56 Days Ago
Fixed CLIENT SERVER serialized fields mismatch in - DeepSeaManager - SteeringWheel - ClientIOLine (was causing all monument prefabs to reimport) - PaintingFavouriteColorButton - PaintingFavouriteColours - RendererBatch
56 Days Ago
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
56 Days Ago
Merge from boat_building
56 Days Ago
Merge from map_work
57 Days Ago
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
57 Days Ago
Fix compile error that didn't merge from main
57 Days Ago
merge from fix_rhib_teleport -> naval_update
57 Days Ago
merge from fix_rhib_teleport -> navaL_update
57 Days Ago
Merge from small_ramp
57 Days Ago
merge from main -> naval_update
57 Days Ago
merge from main -> naval_update
57 Days Ago
merge from fix_tree_impostors -> naval_update
57 Days Ago
merge from fix_steam_init_analytics -> naval_update
57 Days Ago
merge from naval_update/floating_cities
57 Days Ago
merge from fix_deep_sea_portal_far -> naval_update
57 Days Ago
Revert yaw clamp on cannons
57 Days Ago
Fix cannons letting you breathe under water
57 Days Ago
Compile fixes
57 Days Ago
Merge from floating_cities
58 Days Ago
Merge from small_ramp
58 Days Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
58 Days Ago
Merge from boat_building
58 Days Ago
merge from misc_fixes
58 Days Ago
merge from fix_deep_sea_network_layer -> naval_update
58 Days Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
58 Days Ago
Fix NRE in server builds when scientists are talking to each other
58 Days Ago
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans colour more inline with icon
58 Days Ago
added gibs for the boat building platform and correct referenced them in .deployed prefab. fixed shading issues on platform
58 Days Ago
Merge from boat_building
58 Days Ago
Fixed NRE on boot caused by chicken coops
58 Days Ago
updated anchor.deployed to now properly reference anchor gibs
58 Days Ago
Merge from boat_building
58 Days Ago
Sail gibs
58 Days Ago
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
58 Days Ago
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
59 Days Ago
NRE fix for wiping islands without FoliageGrid initialized
59 Days Ago
Merge from deep_sea
59 Days Ago
scientist_boat_ai -> naval_update
59 Days Ago
merge from fix_ghost_ship_parenting -> naval_update