branchrust_reboot/main/naval_updatecancel
1,501 Commits over 306 Days - 0.20cph!
Remove overlapping couch on Ghost ship 1 (not using remove_static_couch branch due to conflict)
Merge from boatplanner_worldmodel
Ensure InitLOD is called before GetBounds, prevents unit cube bounds
Fixed UpdateBuoys NRE in demos
NRE's caused by setting the demo time will no longer stop shots from working
merge from naval_ITem_desc
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
Lowered HLOD distance of floating cities 200 -> 100
Added playerboat.kill_all_above_deployable_count command.
Merge from deployable_limit
Replaced deep sea Gatorade® with Ocean Water. (Not final)
Merge from naval_missions
merge from naval_update/deep_sea
merge from naval_update/deep_sea
Prevent storage adaptor placement on boats
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
Fixed NRE when disconnecting from a server while in the deep sea
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
Revert TOD change for branch placement.
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60.
Night time stays at approximately the same 10.
merge from naval_update/deep_sea
Setup AI sleeping on islands, not working, still figuring out why
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
Merge from /tropicalocean/
Deep Sea ocean iteration, and post tweaks.
fix error spam in edit mode on island scenes
More commands:
playerboat.kill_all_above_block_count - kills all boats above specified block count
playerboat.print_stats - prints the block count and other child count of all boats
Add menu item to cache placement snap directions.
Realm remove transforms from blocks.
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
add underwater fog blending for tropical shores in deep sea
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
Adjust floating city HLOD settings to prevent casino pop in
S2P all floating cities
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
Fix new scientists not playing static sound effect on death
Fix new Scientist using wrong headshots sounds
Prevent another "Look rotation viewing vector is zero" error
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Clear deep sea shore vector data server side when the deep sea closes
Apply the previous fix to the floating cities as well
Fixed the lag spikes + ocean disappearing frames when entering the deep sea
(hope this doesn't break anything else)