branchrust_reboot/main/naval_updatecancel
1,632 Commits over 337 Days - 0.20cph!
Fixed NRE when disconnecting from a server while in the deep sea
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
Revert TOD change for branch placement.
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60.
Night time stays at approximately the same 10.
merge from naval_update/deep_sea
Setup AI sleeping on islands, not working, still figuring out why
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
Merge from /tropicalocean/
Deep Sea ocean iteration, and post tweaks.
fix error spam in edit mode on island scenes
More commands:
playerboat.kill_all_above_block_count - kills all boats above specified block count
playerboat.print_stats - prints the block count and other child count of all boats
Add menu item to cache placement snap directions.
Realm remove transforms from blocks.
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
add underwater fog blending for tropical shores in deep sea
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
Adjust floating city HLOD settings to prevent casino pop in
S2P all floating cities
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
Fix new scientists not playing static sound effect on death
Fix new Scientist using wrong headshots sounds
Prevent another "Look rotation viewing vector is zero" error
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Clear deep sea shore vector data server side when the deep sea closes
Apply the previous fix to the floating cities as well
Fixed the lag spikes + ocean disappearing frames when entering the deep sea
(hope this doesn't break anything else)
Merge from deploy_edit_menu_option
Add more navmesh blocking volumes to oilrigs
Fix scientists dying spontaneously when patrolling
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
Switch back to the mainland view on the map screen if it closes while open
Fixed ghost ship map markers rotation and scale
Death screen now switches back to the mainland if the deep sea closes for any reason
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
Fix npcZone OOB translation being wrong when parented to a ghostship
Add hack to not check if underwater if parented to a ghostship
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
- First pass on fixing ghostship npc zones
- Allow rotating and moving zones
- Allow destroying zones
- When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors)
- Fix search origin being corrupted
- Fix lastChosenHidingSpot never being set
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands.
-Fix scientists walking on top of static canons of islands
-Fix scientists walking through trees on islands
-Not fixed: loot crates present on island spawn are forever baked into the navmesh
Fix for anchored status.
Slightly more lenient anchor-to-water check.
Additional debug drawing.
Fix potential "Look rotation viewing vector is zero" error