branchrust_reboot/main/naval_updatecancel
1,501 Commits over 306 Days - 0.20cph!
Update navigation obstacles (s2p) in water treatment plant
Update navigation obstacles (s2p) in trainyard
Update navigation obstacles (s2p) in excavator
Update navigation obstacles (s2p) in arctic base
Update navigation obstacles (s2p) in airfield
Update navigation obstacles (s2p) in military tunnels
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
Fixed being able to deploy objects on the top of the small ramp
merge from naval_update/deep_sea
Tweak position of codelock on steering wheel to fix bolts clipping.
Disable PlayerBoat clippingChecks, they're not used currently and handled elsewhere
merge from sprinkler_vis_refactor
merge from naval_update/deep_sea
Moved boat shop vendor up in FC3 to fix leg clipping. Ran S2P.
Fix a couple of bugs with boat health after loading
Fix respawn position issue when boats are saved during dying
Merge from boat_inside_test
Set the new ramp colliders to wood material
Fix foliage placement orientation on rotated islands
More accurate shootable collision on small ramp
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Merge from sprinkler_vis_refactor
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh
Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small
Fixed a couple of curtain prefabs in the casino that were broken
The exterior curtain now appears in the HLOD mesh
S2P all floating cities
Reworked DeepSea buoys to adhere to Flavien's different states.
Made them long distance visible.
merge from naval_update/deep_sea
Fix collider names on BBS causing warnings after a recent change
merge from naval_update/deep_sea
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Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
merge from naval_update/deep_sea
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
Bunch of GC fixes for the boat building UI now it's not just for debugging...
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
Fixed small ramp colliders not on wood layer
Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
Emission texture & mat for the deep sea buoy.
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
Fixed slightly floating crate on docks
Fixed z-flickering under casino stairs
Another attempt at fixing disco ball flashing
Scene2prefab
fixed a floating junkpile in excavator_yaw prefab
excavator S2P
Some deep sea cleanup and pool leak fixes
Map marker edit UI now appears above fog of war
Inventory null check in Mailbox
Fixed not being able to switch to softcore on craggy island
Don't drop softcore corpses if the deployable is on a player boat