branchrust_reboot/main/naval_updatecancel

1,575 Commits over 337 Days - 0.19cph!

10 Months Ago
Merge from boat_building
11 Months Ago
Merge from map_work
11 Months Ago
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
11 Months Ago
Fix compile error that didn't merge from main
11 Months Ago
merge from fix_rhib_teleport -> naval_update
11 Months Ago
merge from fix_rhib_teleport -> navaL_update
11 Months Ago
Merge from small_ramp
11 Months Ago
merge from main -> naval_update
11 Months Ago
merge from main -> naval_update
11 Months Ago
merge from fix_tree_impostors -> naval_update
11 Months Ago
merge from fix_steam_init_analytics -> naval_update
11 Months Ago
merge from naval_update/floating_cities
11 Months Ago
merge from fix_deep_sea_portal_far -> naval_update
11 Months Ago
Revert yaw clamp on cannons
11 Months Ago
Fix cannons letting you breathe under water
11 Months Ago
Compile fixes
11 Months Ago
Merge from floating_cities
11 Months Ago
Merge from small_ramp
11 Months Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
11 Months Ago
Merge from boat_building
11 Months Ago
merge from misc_fixes
11 Months Ago
merge from fix_deep_sea_network_layer -> naval_update
11 Months Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
11 Months Ago
Fix NRE in server builds when scientists are talking to each other
11 Months Ago
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans colour more inline with icon
11 Months Ago
added gibs for the boat building platform and correct referenced them in .deployed prefab. fixed shading issues on platform
11 Months Ago
Merge from boat_building
11 Months Ago
Fixed NRE on boot caused by chicken coops
11 Months Ago
updated anchor.deployed to now properly reference anchor gibs
11 Months Ago
Merge from boat_building
11 Months Ago
Sail gibs
11 Months Ago
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
11 Months Ago
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
11 Months Ago
NRE fix for wiping islands without FoliageGrid initialized
11 Months Ago
Merge from deep_sea
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
merge from fix_ghost_ship_parenting -> naval_update
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
11 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
Added and Setup Naval Improvised Plank GIBS
11 Months Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
11 Months Ago
fixed floating mesh decal on ghostship C/D back gate
11 Months Ago
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
11 Months Ago
Smoother transition walking into the ship's bridge room
11 Months Ago
Fixcars admin command now fuels up boat engines
11 Months Ago
Wider collision gap around the ghost ship mast ladder spot