194,906 Commits over 4,079 Days - 1.99cph!
Implemented submarine depth gauge, some refactoring the other gauges
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Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
Reduced maximum floor count of underwater labs by one
Underwater lab glass uses "Standard Refraction" shader
Toggle underwater lab window material render queue depending on wheter the camera is inside or outside of the underwater labs (hacky solution to get best of both worlds)
Fixed underwater labs sometimes spawning partially inside terrain
Fixed electrical cables sometimes not appearing when placed at the maximum length of the cable
Correctly calculate the length of the resulting cable when hovering over the socket handle (was calculating the length of the cable to the mouse point, even if the player was aiming at the socket handle)
When hovering over a socket handle the line end position now snaps to that handle position rather than raycasting to the surface behind it (as this was leading to inconsistent distance calculations on the HUD)
Revert test generator to 100 electricity output
- Submarine fuel gauge works
- Speedometer handles negative velocity
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- Made submarine speedometer work.
- Removed the hand for temp to make it look broken.
- Modified numerals on the MPH gauge textures,changed it to be linear.
- Submarine speed increase.
- Renamed VehicleIsActive on BaseModularVehicle to match the new standard name (IsMovingOrOn)
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Auto switch between map layers depending on the player's current position
Temp working prefabs & ocean tweaks
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Centre of mass adjustment edit
Adjusted player's hand position on sub steering wheel
Submarine steering wheel moves. Removed GetSteering method from BaseMountable as it wasn't used anywhere.
TriggerWaterGap system that ultimately we don't actually need, so putting this in a branch.
63115 actually handles the situation well enough on its own.
Merge Submarine->HDRP_Art_Backport (aux)
Trying a fix for null MobileMountable. Slower but more foolproof fix also written here but commented out
Underwater plant texture spec changes for a more underwatery look
Preliminary ocean depth darkening parameters & related materials
Water goggles post fx (not implemented yet)
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Shark prefab/id fix after moving it
Some more tidyup / comments etc.
Split up. added comments, tidied up WaterSystem class
Let's try more null checking in C_ServerRagdoll::TestCollision
Apply AI sleep/wake fix for dynamic wake triggers shelved changeset
Apply spawning shelved changeset