branchrust_reboot/main/naval_updatecancel
1,241 Commits over 275 Days - 0.19cph!
Update 50 Cal Model to include updated bullet belt
merge from naval_update/deep_sea
Removed 50 Cal Dual Prefab
Added and Setup Right Hand Side 50 Cal Prefab
Updated 50 Cal Models and Prefabs to include the ammo box
Created 50 Cal Ammo Box Material
Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
naval_update/gun_turret -> naval_update
merge from naval_update/deep_sea
Merge from naval_missions
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
Merge from main. (taking oilrig changes from main)
Merge from naval_missions
merge from boat_stability
mereg from boat_stability
merge from boat_stability
- anti-beaching forces
- boat separation
- general control improvements
merge ghostship_npcs to naval_update
pt_boat_gun_setup -> naval_update
Setup Single and Dual 50 Cal LODs and Colliders
scientist_boat_ai -> naval_update
merge from naval_update/deep_sea
Added PT Boat 50 Cal Dual and Single FBX and Textures
Setup PT Boat 50 Cal Materials
Started Setting up PT Boat 50 Cal Prefabs
merge from naval_update/floating_cities
regenerate static fields to fix compile
- added ResetStaticFields call to codegen clean
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later
Also added a null check in MapView.SetupMonuments
Merge from cannon_improvements
cleaned up some dead code in playerboat controls
Merge from naval_missions
merge from naval_update/deep_sea
merge iteration_time_improvements to naval_update
Cherry pick boatai ddraw compile fixes
merge from naval_update/deep_sea
merge cannon_code to naval_update
Fix NRE when shooting ballistas and canons
pt_boat_gameplay -> naval_update