branchrust_reboot/main/naval_updatecancel
225 Commits over 184 Days - 0.05cph!
merge client_io_standalone_lines to naval_update
merge strip_ghostship_renderbatch to naval_update
merge dynamic_environment_volumes to naval_update
merge ghost ship variants to naval_update
merge ghostship_timeouts to naval_update
merge dynamic_environment_volumes to naval_update
replaced the two doors in the ghost ship loot room for static doors
merge ghostship_timeouts fix to naval_update
merge ghost_ship_bugfixes to naval_update
merge ghostship_bug_fixes to naval_update
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
merge from naval_update/deep_sea
merge main into naval_update again
Updated Spinning Radar Prop Textures
trawler_A some zfight improvement among mesh decals
scanned and removed props onboard the ghost ship variants that had rendererBatch script still on
Fixed a bunch of colliders having wrong import options and some extraneous scripts referencing LODs instead of cols
reverted some overrides to the ghost ship art prefab as they were fixed on the source/nested prefabs
removed recycle script on fish piles particle
set long distance LODs on ghost ship to not cull
merge from main -> naval_update
Merge from naval_missions
wrap custom coacd editor in defines
merge from /main/coACD
- adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
Disable my test scene loading in craggy
Merge from scientist_rhib
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly