branchrust_reboot/main/naval_updatecancel
1,344 Commits over 306 Days - 0.18cph!
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Fixed incorrect layer on small ramp trigger allowing opening into construction
Don't allow ramp to be extended if there are static world objects in it's bounds
Show a blocked interaction prompt if the ramp cannot be extended
Use slightly smaller bounds when picking a spawn position for ghost ship sounds
Fix tropical1 terrain size, and add earlier assert
Dwelling prefab zero points
Heightmap for ruins
Scene backup
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
Large & small boathouse prefabs.
Fixed shadow proxy on walkway large stairs.
Renaming ruins to ruins_C for clarity.
Coconut hydration 60 > 50
Merge from naval_missions
Fixed clipping issues on temperate, tundra and arctic trees when viewing them from steep angles
Bunker cannon tweak & sandbags that match the tropical islands.
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Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
enabled decal layers [all] on mboat materials
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
Merge: from navmeshsurface_optim
- Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step
- New scientists adapted to work with detached navmesh
- In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen
Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
boat engine t2
Updated t2 techtree
greatly reduce low grade fuel cost for boat building
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
save++
network++
persistance++
merge from Cannon_Animation
boat steering anim update
updated cannonball craft, removed duplicate item blueprint comp
crafts 2 at once
fixed floating net, incorrect material assignment to rope_docks on ghost ships
fixed incorrect surface types on adobe frame prefabs
Fixed boat splash fx not turning back on when a camera re-enters range
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating
Applied when moving entities in and out of the deep sea
Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc)
CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo
CoverageQueries now updates in unscaled time
Fixes spotlights not hiding/showing based on occlusion in paused demos
Redo confetticannon.deployed renderer simplification
Merge from main
Stomped launch site and confetticannon.deployed changes from main, will need to redo
Fix MountedWeaponSeat client compile error
Small ramp will stop if it detects a blockage on the construction layer
Use no displacement version of ground plants for floating city pot plants
Add a vehicle world collider to the plank
Fixed some floating city colliders with negative scale, S2P all of them
Added new map icons for ghost ships and floating cities
Added a deep sea mode to the map shader, shows terrain as greyscale
Removed deep sea island icon entirely, they look a lot better in greyscale