All Rust commits from Facepunch
merge from naval_update
merge from naval_update
Added a DeepSea folder for its weather presets
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
merge from shore_vectors
Fixed NRE when trying to dismount scientist from killed rhibs Fixed corpses spawning from killed scientists by the deep sea wipe
Spaced out the deep sea entity spawning so it doesnt overload the server or freeze the editor
Disable fog in the deep sea, until we fix it
merge from shore_vectors
Fixed deepsea wipe NRE, kill scientists first before killing the rhibs
merge from naval_update
Update: skip server occlusion culling for players in the deep sea It'll still have some overhead for the server occlusion processing, but that'll be improved separately Tests: 2p session on craggy - tested occlusion with both on Craggy, one on Craggy and one in deep sea, and both in deep sea
Use the temperate biome accross the entire deep sea, will be replaced with Tropical later once thats added
Replaced the deep sea massive prevent building volume for a simple bound check Allow building in your boat while in the deep sea Added deepsea.block_building convar
Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction
Add a delay before invoking the deep sea server tick after a server restart
merge from naval_update
ValidBounds checks cleanup
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
Fixed entrance portal buoys spawning out of valid bounds
Fixed deep sea exit portal not working
Removed the random GiveUp text ddraw randomly telling me to give up in editor
Fixed IsInsideInnerBounds returning false when in the deep sea
merge from naval_update
merge from naval_update -> deep_sea
Fixed deep sea marker not extending to the end of the screen
Screen shake & volume stuff.
Cannon attack
Tropical2 terrain set to the terrain layer
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
▄▆▇▋▆█
Tropical1 tree fixes
Tropical2 prefab setup
Added a tooltip on the deep sea map marker
Disabled pooling on ghostship for now
Fixed NRE when wiping the deep sea
DeepSeaIsland set its trees to the deep sea global network group
merge from naval_update/island_scenes
Scaled the deep sea marker, so it fits when the portal spawns south
merge from naval_update
Prefab with WIP FX.
▇▄▉▋▍█
Ship cannon WIP.
FX Progress Cannon AO not sRGB space.
Re-applied 132706 after merge
merge from naval_update
Deep sea generation tweaks and improvements
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
Added floating city 2 in the deep sea