branchrust_reboot/main/naval_updatecancel
1,632 Commits over 337 Days - 0.20cph!
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Merge: from save_viewer_extras
- Save viewer can now filter for mobile(Sync Position) prefabs
- It can also aggregate by prefab
Tests: opened a save from the playtest
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
Fix scientists rushing when grenade throw fails
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
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playables_fixes_2 -> naval_update
Merge from better_npc_grenades
Fix rear turret clipping on the ptboat
Compass reference is broken here too for some reason
pt_boat_2 -> naval_update
Fixed cabinet light bleed on these.
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
merge from fix_portal_clamping -> naval_update
Null check playable graph when setting animator controller
merge from playable_fixes
scientist_boat_fixes_3 -> naval_update
scientist_boat_fixes_3 -> naval_update
merge from buoyancy_deepunderwater_fix
scientist_boat_fixes_3 -> naval_update
scientist_boat_fixes_3 -> naval_update
merge from ai_vehicle_clipping_check_optim
merge from naval_update/deep_sea
scientist_boat_fixes_3 -> naval_update
scientist_boat_fixes_3 -> naval_update
merge from npc_PlayerSyncCycle_optim
merge from playable_fixes
playables_fixes -> naval_update
playables_fixes -> naval_update
merge from naval_update/deep_sea
scientist_boats_gameplay_2 -> naval_update
scientist_boats_gameplay_2 -> naval_update
merge from cannon_animation_fixes
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen