branchrust_reboot/main/naval_updatecancel
1,632 Commits over 337 Days - 0.20cph!
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
scientist_boat_ai -> naval_update
merge from main -> naval_update
merge from naval_update/deep_sea
merge from naval_update/deep_sea
merge from naval_update/floating_cities
Merge from ai_scientist_iteration