branchrust_reboot/main/naval_updatecancel

1,632 Commits over 337 Days - 0.20cph!

5 Months Ago
merge from naval_update
5 Months Ago
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
5 Months Ago
Fixed CLIENT SERVER serialized fields mismatch in - DeepSeaManager - SteeringWheel - ClientIOLine (was causing all monument prefabs to reimport) - PaintingFavouriteColorButton - PaintingFavouriteColours - RendererBatch
5 Months Ago
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
5 Months Ago
Merge from boat_building
5 Months Ago
Merge from map_work
5 Months Ago
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
5 Months Ago
Fix compile error that didn't merge from main
5 Months Ago
merge from fix_rhib_teleport -> naval_update
5 Months Ago
merge from fix_rhib_teleport -> navaL_update
5 Months Ago
Merge from small_ramp
5 Months Ago
merge from main -> naval_update
5 Months Ago
merge from main -> naval_update
5 Months Ago
merge from fix_tree_impostors -> naval_update
5 Months Ago
merge from fix_steam_init_analytics -> naval_update
5 Months Ago
merge from naval_update/floating_cities
5 Months Ago
merge from fix_deep_sea_portal_far -> naval_update
5 Months Ago
Revert yaw clamp on cannons
5 Months Ago
Fix cannons letting you breathe under water
5 Months Ago
Compile fixes
5 Months Ago
Merge from floating_cities
5 Months Ago
Merge from small_ramp
5 Months Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
5 Months Ago
Merge from boat_building
5 Months Ago
merge from misc_fixes
5 Months Ago
merge from fix_deep_sea_network_layer -> naval_update
5 Months Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
5 Months Ago
Fix NRE in server builds when scientists are talking to each other
5 Months Ago
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans colour more inline with icon
5 Months Ago
added gibs for the boat building platform and correct referenced them in .deployed prefab. fixed shading issues on platform
5 Months Ago
Merge from boat_building
5 Months Ago
Fixed NRE on boot caused by chicken coops
5 Months Ago
updated anchor.deployed to now properly reference anchor gibs
5 Months Ago
Merge from boat_building
5 Months Ago
Sail gibs
5 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
5 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
5 Months Ago
NRE fix for wiping islands without FoliageGrid initialized
5 Months Ago
Merge from deep_sea
5 Months Ago
scientist_boat_ai -> naval_update
5 Months Ago
merge from fix_ghost_ship_parenting -> naval_update
5 Months Ago
merge from naval_update/deep_sea
5 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
5 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
5 Months Ago
scientist_boat_ai -> naval_update
5 Months Ago
scientist_boat_ai -> naval_update
5 Months Ago
scientist_boat_ai -> naval_update
5 Months Ago
Added and Setup Naval Improvised Plank GIBS
5 Months Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
5 Months Ago
fixed floating mesh decal on ghostship C/D back gate