branchrust_reboot/main/naval_updatecancel
1,241 Commits over 275 Days - 0.19cph!
scientist_boat_ai -> naval_update
scientist_boat_ai -> naval_update
pt_boat_2 -> naval_update
merge from deep_sea_repel -> naval_update
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
merge from cannon_water_fixes
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/island_scenes
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
Fixed CLIENT SERVER serialized fields mismatch in
- DeepSeaManager
- SteeringWheel
- ClientIOLine (was causing all monument prefabs to reimport)
- PaintingFavouriteColorButton
- PaintingFavouriteColours
- RendererBatch
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
Fix compile error that didn't merge from main
merge from fix_rhib_teleport -> naval_update
merge from fix_rhib_teleport -> navaL_update
merge from main -> naval_update
merge from main -> naval_update
merge from fix_tree_impostors -> naval_update
merge from fix_steam_init_analytics -> naval_update
merge from naval_update/floating_cities
merge from fix_deep_sea_portal_far -> naval_update
Revert yaw clamp on cannons
Fix cannons letting you breathe under water
Merge from floating_cities
Merge from main (stomp oilrig_1 prefab, will need a S2P)
merge from fix_deep_sea_network_layer -> naval_update
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
Fix NRE in server builds when scientists are talking to each other
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans
colour more inline with icon
added gibs for the boat building platform and correct referenced them in .deployed prefab.
fixed shading issues on platform
Fixed NRE on boot caused by chicken coops
updated anchor.deployed to now properly reference anchor gibs
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
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
NRE fix for wiping islands without FoliageGrid initialized
scientist_boat_ai -> naval_update
merge from fix_ghost_ship_parenting -> naval_update