branchrust_reboot/main/naval_updatecancel
1,632 Commits over 337 Days - 0.20cph!
Use collider cleanup tool to reset scaled transforms on all windows, embrasures, window bars, ladder hatches
Should fix scaled impact effects and C4 getting stretched when stuck to their colliders
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Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
Improved the island appearance on the map, just gradient from sand to grass based on terrain height
Better than greyscale, not quite as good as the mainland
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
Fixed GrowableGenetics and UpdateResourcePings pool leaks
Fixed boogie board LOD not marked as dynamic
Fixed every impact fx in the deep sea being sand
Ruins B crate spawn fixes.
Fixed some ore floaters on 2 and 3.
Fixed a couple of overlapping spawns on 4.
S2P
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Do the same for the death screen, button is hidden when deep sea is closed
Always show the buttons if we are in the deep sea, even if closed
Only show the deep sea toggle map button if the deep sea is open
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
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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