branchrust_reboot/main/naval_updatecancel
1,580 Commits over 337 Days - 0.20cph!
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
merge from SmallRamp_Deploy
ghostships - fixed some zfighting with wood planks
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly
Fixes tree billboards in deep sea not rendering properly after a save/load
Iterating on various tropical env params.
Slight absorption tweak on clear clouds (lighter)
Various above surface tropical water improvements.
Tropical post tweaks and deep blue amp test.
Fixed puddle splat issue.
Fixed autospawn issues on island 1.
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
Optimize npc door opening logic, could save up to 0.1ms in best case.
Also fixes bugs where doors wouldn't open, or too late.
Made various auth commands work with boats / steering wheel such as ent auth, authcount, teleport2autheditem
Fixed various inconsistencies, all of them should now work with all types of auth as youd expect
Fixed entcount only working with steamid and not names
Codegen
Update navigation obstacles (s2p) in launch site
Update navigation obstacles (s2p) in floating cities 1 to 4
Update navigation obstacles (s2p) in missile silo
Update navigation obstacles (s2p) in outpost
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
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
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.