branchrust_reboot/main/naval_updatecancel
1,632 Commits over 337 Days - 0.20cph!
Rework multiple boat station warning message display.
Remove hold to place timer on boat building station
fix modular boat sink sound playing again when entering range (firing it off as an effect from the server now)
Tweaked deep sea timer color, easier to read
Fixed deep sea buoys always having orange lights enabled on top of green or red
Small beaufort reflection tweaks for deep sea.
Resolved various slightly clipping and floating crate / barrel spawns across all ghost ship variants
Deep sea islands and ghost ships use Fill instead of Spawn when triggering their spawn groups
Ensures the max pop is reached when the deep sea opens
Fixed missing terrain collider on tropical island 1
Fixed conveyors hooked up to dropboxes not pulling the last item slot
Better error message when placing something on a player boat that has vehicle large layer excluded
Small display lighting tweak.
Signal computer improvements, part 1.
signal computer transmit sound tweaks
signal computer transmit sound
merge from main/naval_update/sound_polish
Deep sea signal computer LODs and col
Deepsea signal computer mesh and prefab edits
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
Merge from scientist_agitation_fix
- improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive
- improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor
- fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while
- fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore
- fix a pool leak
ghostship crate spawn increase
Merge from naval_missions
fixed signal computer scale
genericspawnpoint now draws meshfilters at correct rotation/scale/position regardless of nested depth in prefab
kitbashed a better signal computer
Merge from naval_missions
Another attempt at fixing npcs going through tropical ruins doors
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Fix some traces not being added in the correct category of the npc visual debugger
- When sniped, make scientists hide before returning fire
- Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
Skip food detection on scientists
Subtract
141985 (merge from client_parenting_callback_fix)
Rename a cannon collider to fix duplicate warning
Merge from deesea_alarm_component_remove
Merge from naval_missions
Fixed one more docks barrel