195,293 Commits over 4,110 Days - 1.98cph!
Match submarine decay times to rowboat times, reducing them a little. With the 45 minute grace period, and the infinite life when indoors in shallow water, there's no reason they shouldn't match.
Added global.usersinrange admin convar (identical to sleepingusersinrange but for non-sleepers)
▊▇▍▍▌▌▆▌▌▌▊▄▇ ▆█▇▌ ▉ ▇▌▆▄▌▄▄ ▋▅▆▅▄▉█▇▋ ▋▍▆█ ▅▊▍▅█ ▅▍▉▆▅ ▆▆▌▆▅▍ ▌▊ █▌▍ ▅▊▄▋▌ ▇▆▊▊▉█ ▅▇ (▇▋▌▅▉ ▋▅ ██▍▍ ▌▆▆ ▆█▍ ▄█▇▉▄, ▍▌█▉▋▋ ▍▉▉▋▅█▌█, ▄▋▄)
▋▋█▊▋ ▅▌▉ ▄▍▆▋ ▉▄▋▋▇▌
Let duo sub keep running the engine if a player switches from driver to passenger seat. Only cut the engine if everyone dismounts.
Fixed duo sub interior lights issue. Sonar no longer active when engine is off.
Fixed visual clipping in solo sub on very widescreen monitors when moving the view around
Hide all submarine interior renderers if the local player isn't inside (performance)
Merge Torpedo_Hole -> SubmarineSeptember
▌▍█▋▄▋▉ '▇▄▇▊▇' ▄█ '▍▄▉▆▍_▍▆▇▇▌▉' ▄▆ ▍▍▍▄█▆▇ █▇▌▆▊▅ █▍▌█▄▇▅▍
▌▆▄▉▆▌▌▉
speargun can only be fired underwater
shark disable convar
shark protection and auto heal
improved underwater crate loot
submarine dryfire, ammo flag, and seat swap sounds
adjusted shark collision avoidance
fixed speargun using arrow worldmodel
shark abandons attack if player unreachable
code cleanup
reduced crate untie time to 6 ( was 8 )
merge from SubmarineEnvironmentVolume
missing files
fixed unanimated trout
added yellow perch environment fish
shark aggression fixes, flee when out of range
extra shark vehicle attacks
much improved shark attack (animations, effects )
shark sounds
speargun balance
shark corpse no longer sinks like a rock
█▊▍▍▍▍█ ▇▋▋▇▆▊ ▅▇▋▍▅ █▄▌▍ ▆▉▌ █▋▋▄█
combined fuel tank from solo sub, flag and torpedo hole into one texture and uv set.
updated torpedo hole mesh, fuel and flag meshes. Removed placeholder rocket launcher. Removed flag and fuel textures.
updated prefabs.
bloodcloud now obeys showblood convar
Disable saving on tunnel/underwater dweller prefabs.
EquipWeapon null check.
Models/Colliders/Shadowproxies for module_900x900_2way_moonpool - Moonpool alternate entrance module to enter the labs without a submarine
Added normal crate spawners to 1/5th of dwellers prefabs
Added a normal crate in each moonpool
Moved about some of the normal crates added in T2 puzzles
Fixed 45 degree corner underwater lab modules sometimes overlapping each other
Added raw fish to shark corpse harvest
Removed flies from shark corpse
▇▋▄▅▋▇▇▋█▋█ ▅▅▄█▍▉▇▋▉▇▆▋. ▅▅▅ ▉▄▉ ▋█▊▅ ▆▋▇▉▉▍▉▌█▄▇▇▋▋▆█▇▌▆▉▊▌▄▄▍▍ ▊▌ ▇ ▆▋▇▌▍▌▇▄▇▄█ ▆▊▌▅▇▌ █▇ ▇▊▆▌ ▅▄ ▉█▋▇▊ ▊▆▋ ▉▆▇▍█▋ ▍▍▇ ▍▌▋ ▇▄▄▌▊▅▉▇ ▉▋▍▌▅▋, ██▉▋▋▇▆ █▅ ▉▌█▇▊██▆ ▆▄█▊▉█▌▊ ▉▄▍▆▋ ▆▉▌▊▇█ ▇▉ ▆█▉ ▌▌█▄▆▋.
Fixed submarine water culling volume exterior visual issues
Fixed techtree progression after harpoon gun addition
Collider info'd to 'Nothing' flag dweller and loot spawners sphere colliders used to trigger respawn of puzzles
Different sound for submarine seat swap + code fix
Fixed not being able to hot swap fishing rod (will only work on fishing rods created after this commit, had to modify the item container settings)
Move swapseats UI to the duo sub code
Let submarine headlights stay on for up to five minutes after the sub was last used, so you can get out and still use them to see nearby. Let lights run with engine off.
Play a sound when user presses the fire button but a torpedo can't be fired