195,475 Commits over 4,110 Days - 1.98cph!
Merge from main/Underwater_labs_September
Merge from main/underwater_lab_45_degree_corner_fix
AI can now listen for player movement and at varying volumes.
Desert helipad model/prefab
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Merge SubmarineSeptember -> Main
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Assign the sub parent triggers
Merge Main -> SubmarineSeptember
Merge sub_parenting -> SubmarineSeptember
More fixes, more specific error codes for when a call fails
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Add probable cause to the "Failed to lock vertex buffer" message so users can more easily self diagnose
Target lock-on tweaks.
Re-lock on faster when target returns to LOS from the same direction.
some initial design changes to stay in combat state longer
replaced a bunch of identical AI designs with the new standard version.
Fixed items dropping inside locker when stacked
Added a clear design button to AI designer.
Fixed items loaded from a save being able to end up with a UID higher than lastValueGiven, causing duplicate UIDs when new items or entities spawned.
Torpedo accuracy calculation refactor
Can now ctrl-click a state to duplicate it in the AI designer.
hesco_barrier_tall greybox model/prefab
Texture refresh concrete barrier
Added a new taller variant of concrete barrier (not a deployable)
Add inaccuracy when firing torpedoes near the surface
More work on torpedo movement
More error and timeout handling
Merge Main -> SubmarineSeptember
Refactoring how torpedoes stay level now that there's only one type
Initial support for NPC's calling players
Fixed several cases where the call wouldn't end when the NPC dialogue ended
Add the option to block incoming calls at the prefab level
Fix duo sub losing its water culling in the previous commit
Added actual support for long distance phone conversations with NPC's
Add a little visual mist when torpedos fire (both sub types), to help the lack of feedback to anyone who has audio muted
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Raycast the whole drink water button, instead of just the cup, in the water catcher UI