branchrust_reboot/main/naval_updatecancel

1,580 Commits over 337 Days - 0.20cph!

6 Months Ago
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
6 Months Ago
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
6 Months Ago
Flagged steering wheel lock model and effects as dynamic
6 Months Ago
Make cooking tests editor only for now
6 Months Ago
Industrial NRE checks
6 Months Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
6 Months Ago
Fixed tutorial island error
6 Months Ago
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
6 Months Ago
merge from main
6 Months Ago
Merge from steering_wheel_lock_model
6 Months Ago
updated parenting volume mesh of ghost ships added individual volumes in select locations on top of buoys and cranes
6 Months Ago
Reduce max velocity calculation intervals
6 Months Ago
Fix another Big Wheel NRE that could happen when the deep sea wipes
6 Months Ago
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
6 Months Ago
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
6 Months Ago
Fixed GroundWatch not working on small ramps
6 Months Ago
Removed deep sea portal avoidance code in cargo egressing logic, not needed
6 Months Ago
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea Patrol heli cant target players in the deep sea
6 Months Ago
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
6 Months Ago
Fixed deep sea stuck in busy state if server restarted when its closing or opening
6 Months Ago
Merge from main
6 Months Ago
Merge from naval_update/industrial_optim
6 Months Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
7 Months Ago
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.
7 Months Ago
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
7 Months Ago
Kill deep sea if water system is null
7 Months Ago
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
7 Months Ago
Formatting
7 Months Ago
Removed the deep sea top collider, so supply drop cant get stuck
7 Months Ago
Also show the current health in boat building UI to make it more obvious if you need to repair
7 Months Ago
Reduce SailPositionInfluence
7 Months Ago
merge from naval_update/deep_sea
7 Months Ago
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
7 Months Ago
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
7 Months Ago
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
7 Months Ago
Merge from main
7 Months Ago
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
7 Months Ago
merge from main
7 Months Ago
Profiling PlayerBoatSounds
7 Months Ago
merge from main
7 Months Ago
Merge from naval_missions
7 Months Ago
Also allow concrete, sandbags and stone barricade in the deep sea
7 Months Ago
Merge from boat_health
7 Months Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
7 Months Ago
Merge from main
7 Months Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
7 Months Ago
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
7 Months Ago
Merge from relationship_optim
7 Months Ago
Merge from botcollider_optim
7 Months Ago
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open