129,381 Commits over 4,201 Days - 1.28cph!
merge from naval_update/deep_sea
merge from deep_sea/billboards
Reduced main island billboard default scale, tweaked fog
Added a billboard for the main island when you're in the deep sea
scientist_boats_gameplay_2 -> naval_update
Dont turn the leg animators on for NPCs - its glitchy right now
Do RHIB/PT Boat loot spawning from static spawn methods instead
scientist_boats_gameplay_2 -> naval_update
Fixed somne bugs with scientist boat oil rig manager
A group of scientist boats will now spawn at large oil rig:
- On puzzle reset we will check how many are at oil rig and ensure we are <= 3
- If not captured these boats will be deleted on save/load
- Will stay around oil rig in a 100 meter radius
Prevent open and close commands when the deep sea is busy (opening or closing)
Fix negative displacements being clipped
Scale vector by radius after sample
Clamp to avoid any extremes
Falloff by distance from centre of mesh and scale of mesh
Displace only when vector does not cross centre of mesh
Don't parent the exit portal, to keep it consistent with entrance portal
merge from cannon_animation_fixes
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
Set additional entities as static so industrial adapters & codelocks parented are also considered static
- furnaces / ovens (exclude BBQ because they open & close)
- fridge
- lockers
- codelocks themselves (was accounting for doors but not the codelocks individually)
merge from main -> optimize_reduce_dynamic_occlusion
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
Fix two playable graphs running at the same time for each player, which seems to fix everything else.
merge from extra_tutorial_safety -> naval_update
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
When you hack the ghost ship crate:
- A group of scientist boats will spawn nearby
- Drive to the ghost ship and mark it as a protected area
- Will attempt to engage the players who just hacked the crate
Apply shelf
11708 from aron.s, fixes growable interactions in floating city
Fix being able to open farm door from below
Merge from naval_missions
Codegen, rebuild phrases, update manifest
Run FishingVillageB S2P
merge from fix_impostors_not_deleting -> naval_update
Fixed small ramp getting destroyed when entering/exiting build mode
- Add support for incremental bonus rewards, to dispense a reward depending on how close we got to the objective target. Setup for underwater labs bonus objective
- Add option for distance threshold for kills from team members on KillEntity objective types. Enabled this and set to 50m for the scientist boat hunt mission objective
- Decreased scientist boat hunt target amount to 8 and updated mission phrases to be specific to RHIB
- Increased wood item amount for floating city wood delivery mission
Add in methods to find free positions (for boat spawning) in radius's around centre point
Fix more mounted weapon set NREs
Fix trees impostors in the deep sea getting stuck showing after resetting the deep sea and reconnecting
- switch TreeManager from using local position when registering trees to using world position
- fixes trees spawned parented to the island (before they are unparented) from being spawned in one tree grid but deleted from a different one
- add ServerWorldPosition to keep existing behavior until we figure out if we are renaming ServerPosition
Partially reverted
134856, causing some issues
Refactor boat spawning code into a generic static method so I can spawn boat groups from anywhere
naval_update -> scientist_boats_gameplay_2
naval_update/deep_sea -> naval_update
Increased player search range of PT Boat and RHIB
PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group
Its in the players best interest to kill the PT Boats, preventing groups from coming at them
scientist_boats_gameplay_2 -> naval_update
Made RHIB scientists way less tanky