branchrust_reboot/main/naval_updatecancel
1,240 Commits over 275 Days - 0.19cph!
Merge from finished_boat_hammer.
Added PlayerBoat.HammerRepairEnabled convar, gates repairing finished boats with the hammer.
Boat's max health gets set to max health of combined block maxhealths, not just the combined health.
Magnet crane can now sleep
Seems to take a couple of tries to actually settle once a player dismounts
Had to add some box colliders to replace the wheels otherwise the crane would sink into the ground once the wheels were disabled
The one magnet crane on the map was taking 0.28ms each fixed update even when not in use and was the slowest part of the fixed update, now takes 0.06ms once sleeping
Merge from farm_plant_respawn_fix
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
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Fix new scientists having visible healthbar unlike old ones
Codegen (ResetStaticFields stuff)
merge from deepsea_physicsbounds
Fix odd cannonball loaded position, move it to the back of the barrel.
Stop reload sounds when dismounting the cannon, fix cannon barrel impact sounds.
merge from deepsea_portalloading_fix
RHIB and PT boat loot pass 3
PT Boat and RHIB loot pass 2
Fixed pt boat/rhib sometimes spawning without things in their crate
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)
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Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
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Cherry pick fix for low fps cannon reloads on other players
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
Extra MoutedWeapon profiling
Added log to help debugging the deepsea portal teleport position issue
Prevent createdeepsea from running if deepsea.enabled is false
merge from fixedupdate_cleanup
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
Add null checks to various places in PlayerBoatSounds.
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar)
Strip all NavMeshObstacles on floating cities
merge from deepsea_leak_fix
Merge: from triggerparentdelayedexit_optim
- Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching
Tests: hopped around the boat
merge from deepsea_disabled_fix
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
Merge from revert_oildrig_scientists
Convared the distance within players wake up boat scientist AI
ai.npc_spawn_on_deep_sea_islands default to false
increased culling distance of recycler
cannonball explosion sounds and flight loop
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
Added NPC and vehicle breakdown to deepsea.printentitycount
merge from naval_update/islands_navmesh_fix
Merge from nav_optimisation
Bump radius to 200m just to be safe
added elite crates to ghost ships, rebalanced cannon damage against player boats
Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
Added oil barrels to docks.