branchrust_reboot/main/naval_updatecancel
1,580 Commits over 337 Days - 0.20cph!
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
Flagged steering wheel lock model and effects as dynamic
Make cooking tests editor only for now
Basic cooking tests, checks smelting ore and cooking food on all ovens
Fixed tutorial island error
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
Merge from steering_wheel_lock_model
updated parenting volume mesh of ghost ships
added individual volumes in select locations on top of buoys and cranes
Reduce max velocity calculation intervals
Fix another Big Wheel NRE that could happen when the deep sea wipes
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea
This solves footstep sounds and impact fx on the deep sea islands not working as expected
Had to emulate the SetupSplatLookup process from TerrainSplatMap
This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx
S2P all islands
Fixed GroundWatch not working on small ramps
Removed deep sea portal avoidance code in cargo egressing logic, not needed
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea
Patrol heli cant target players in the deep sea
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
Fixed deep sea stuck in busy state if server restarted when its closing or opening
Merge from naval_update/industrial_optim
Added 15 industrial tests to the test suite
Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade.
Assign to wood_boat_hull, wood_boat and PlayerBoat properties.
No actual changes in protection properties yet.
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Kill deep sea if water system is null
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Removed the deep sea top collider, so supply drop cant get stuck
Also show the current health in boat building UI to make it more obvious if you need to repair
Reduce SailPositionInfluence
merge from naval_update/deep_sea
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
Profiling PlayerBoatSounds
Merge from naval_missions
Also allow concrete, sandbags and stone barricade in the deep sea
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources
These paths are now completely physics free
Merge from relationship_optim
Merge from botcollider_optim
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open