branchrust_reboot/main/naval_updatecancel
1,240 Commits over 275 Days - 0.19cph!
Fix turret aiming freeze: server rotation loop never executed in client-authority mode
Server movement logic was incorrectly disabled when _clientAuthority = true, preventing
_worldYaw/_worldPitch lerp, clamping, pivot rotation, and snapshot updates.
Fixed by:
- Making server apply rotation unconditionally in Update()
- Corrected HasServerAuthority to always true for rotation authority
- Clamping turret-space yaw/pitch at SetTargetAngles
- Ensuring server snapshot updates execute consistently
- Client authority now only supplies target angles — server still owns movement
Eliminates turret freezing, desync, and clamping bypass issues.
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
When respawning on a sleeping bag that is parented to a player boat, parent the player to the boat immediately on spawning instead of waiting for the parenting volume to pick it up
Hopefully fixes cases of getting stuck clipping when spawning close to a solid object while the boat is in motion
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Sail canvas collider now ignores player movement, prevents players geting stuck
Switch the boat planner material to Rust Standard/Cloth, fixes wacky motion blur
merge from naval_update/deep_sea/toast_fix
Mild tweaks on some tropical ocean color and opacity params.
Increased ore spawns when ore motherload is rolled on islands.
Coconut random rotation and offset (offset code bugged atm)
Fix tropical1 having the wrong mesh collider assigned
greatly reduced NPC population in deepsea
NPCDwellings wait for navmesh
fixed navmesh bounds being wrong and cutting off half the island sometimes
Boat ramp can no longer be picked up on a finished boat
Improvised walkways / fixed z fighting issues on wooden caps / part 2
Merge from alternate_grill_fix
Add settings on RadialSpawnPoint for random rotation on all axes and random y position offset
Improvised walkways / fixed z fighting issues on wooden caps / part 1
Fixed incorrect LOD materials on a few improvised walkway variants
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Show an errror toast when boat is moving too fast to deploy & edit.
Groundwork for any future toasts.
Removed stray tutorial barrel spawner.
Moved some ores closer to cliffs and away from ruin spawns.
Removed stray tutorial barrel spawner.
Moved some ores closer to cliffs and away from ruin spawns.
Removed stray MonumentInfo from Ruins_D
Add JunkPileWater.MinimumPlayerBoatVelocityToBeDestroyed convar, defaults to 5.
Floating city farm barge door now plays chainlink sounds
Add a death screen icon for the new scientist
Fix ClientOnPlayerDismount NRE
Re-bake navmesh for all ghost ships to include hackable crate navmesh modifiers
turned floor.triangle.grill collision convex
- PT Boat turret now load in ammo instead of respawning with ammo each time
- Dont try and load turrets at all (just nuke em and recreate them at the other side)
- Put load data into a cache so it can be loaded afterwards
Fix broken ptboat item to entity reference to make it spawnable from F1 menu
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- Fixed broken mountpoint reference (turret seats had been renamed and it bricked all loading of the ptboat)
- Add PT Boat to F1 Menu
- Add Prefab information
- Generate image
fixed swamps fog volume setting ambient to 'building' type environment
S2P swamps
fixed triangulation not clear enough on space station half wall
Wooden boat door, hidden and uncraftable - needs more thinking of how it's implemented compared to a normal door, future skin
Fix invalid ptboat storage reference
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera
Fixes the player spinning around when dismounting the cannon
Fixed coconut world spawn with wrong label
FIxed wrong item id on coconut item
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
Fixed incorrect id's on two deep sea dwellings
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
Can no longer use the spray can on modular boats
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings)
Admin only
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