195,016 Commits over 4,079 Days - 1.99cph!
Cherry pick materials fix
Fixed missing material on modular car gibs
Fixed sub still turning if rudder input was held when the player dismounted
Change sub steering swap threshold to not be at zero, so it doesn't waver when doing zero-speed turns
Fix turning sometimes kind of locking up in the subs. Need to implement this better
Subs can now get the correct depth under a water surface, even when that surface is a moon pool that's directly above them under the water
Turn fish state into an bitmask so the fish can move left and right and away from the player at the same time
Use ConVar.Mesh.quality instead of the somewhat deprecated QualitySettings.lodBias
Have the max sub external FX distance take LODBias into account
Fishing rod no longer marks player as hostile
Don't attempt the cast if we don't think it's a valid position client side
Water surface logic tweaks
Hooking up proper water shaders.
Bobber now animates to the water instead of spawning in it
Slow the sub down a little
Don't show sub FX beyond 100m away
Show bobber while aiming
Can now adjust cast length by aiming up/down
Fixed being able to fish in too shallow water
Fixed being able to fish while swimming
Don't allow the line to be cast until the aim animation has been completed (fixes a bunch of weird animation issues)
Control panel LODs / fixed naming errors in the mid-size set / added monitor attachments
Underwater ambiance FX improvements.
Diving googles use the TOD lit shader.
Fix water surface collision plane rotation. Remove my old prop bubble FX.
Some more submarine FX hook-up work. Also now handling the situation where if you Play() a particle system, then Stop() it, then Play() it again, new particles won't play until all the particles from the previous playing state have run out. Continue playing the particles and start/stop just the emitters.
Brighter, slightly more turqoise underwater.
Greater viewing distance underwater.
Added some quick tables for the cantina and other labs rooms based of existing generic textures
Dressing backup
More plugging in, tidying up, basic shader uses standard lighting to look a bit better for now.
dressing backup
extra shelf variant, related prefabs
Fixed potential issues with steamworks.DownloadUGC when the file somehow failed to open for the success callback
Tag the ocean as sea water!
Merge from voiceprops/dlc/playersave
Better bait now increases the chance of getting rare fish
Part of the way through hooking everything up properly...
Description updates
Added anchovy, diving fins, water bucket, water bottle as fishable
Removed buoyancy height modifier for moon pools,
63180 fixes this in a better way
Layer shuffling to stop caustics leaking everywhere
New wall mounted and floor standing shelves models based on the offce magtapes set
Added VMatrix.GetTransposed
Added Angle.Random
Added Vector.Random, Vector.Negate, Vector.GetNegated
Added VMatrix.Add, VMatrix.Sub and VMatrix.Mul (matrix*matrix only)
Fixed lab door clipping edge case
Duplicator will now try to figure out what addons are used by the dupe, save that in the dupe file, and display required addons in the duplicator's context menu.
You can now save dupes from the duplicators context panel
Added spawnmenu.SwitchCreationTab
Fixed spawnmenu.SwitchToolTab doing nothing
merge from /Submarine (aux)
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
Making a map save now stores the WorkshopID of the map file in the save file, and adds the option to subscribe to the map if the map is missing
Copied material parameters of Terrain.v3 to Terrain.v3_Margin