branchrust_reboot/main/naval_updatecancel
1,327 Commits over 306 Days - 0.18cph!
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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AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here
Fix s2p failing on tropical4 when trying to pop terrains from an empty buffer list.
Rebake tropical4 mesh + s2p
Rebake tropical3 mesh + s2p
Rebake tropical2 mesh + s2p
Clean up mesh chunk folders + remove old versions
Rebake tropical1 mesh + s2p, set chunks/collider to terrain layer.
Moved a trash bag on docks C that was blocking movement annoyingly.
Renamed a mat to be more descriptive instead of Test.
Improved it.
Fixed deep sea editor flags and dupes.
Added meshterrain script to decor boats A & B