branchrust_reboot/main/naval_updatecancel
1,327 Commits over 306 Days - 0.18cph!
Commit the material changes that keep showing up.
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Baked all heightmaps just in case
Bridged/eased more jump puzzles on high seas.
Added rowboat spawns to all docks variants.
Compacted ore spawns on 2
Added top ruins on 2
Unsaved splats apparently from 1.
Coords for ore spawners on 1
Bridged jump puzzles for these deep sea ruins.
Terrain adjustment for dwellings.
Merge from naval_missions
make one specific damaged boat sting sound less stupid
merge from main/naval_update/floating_cities/island_ambience
New sound for deep sea wipe alarm
Add warning for missing spawn groups instead of just silencing them
Remove leftover DamangeRenderer component on PlayerBoat
Merge from naval_missions
merge from main/naval_update/pt_boat_sounds
PlayerBoat.MaxVelocity is now a replicatedvar
merge from fix_batching_ghosting -> naval_update
Steering is no longer applied if anchored.
Fix tropical underwater overlay logic issue
Fix dwelling NRE causing deep sea islands to not spawn fully.
merge from main/naval_update/floating_cities/island_ambience
Null check reloaded sound for cannons
Mat instancing for tropical foliage. (Respecting auto-change)
Island 4 initial spawner setup and deep sea script.
Merge from naval_missions
Fixed dock spawner on 2.
Added spawns to 3.
Fix placement guide showing doors as placeeable in the middle of a finished boat when they're not (guide only, was never actually able to place)
Hide and disable boat ladder
Update VehiclePrivilege's menu options text to reference vehicle instead of cupboard. (will fix Tugboat too)
Remove new scientists from desert military base
Final spawns on tropical2