198,702 Commits over 4,140 Days - 2.00cph!
Fix double sonar blips near the 0 point when sub is turning. It's possible to miss a blip instead now, but only for one rotation, and it's rare enough.
Always kill mounted players if submarine is destroyed by explosion (or anti-vehicle)
Added slight randomisation to underwater drag of gibs
Fix sonar ping sound using the wrong audio
Added global.underwater_cinematic convar that keeps select particle systems and screen effects enabled but disables others for underwater footage capture
Some lerping for moon pool blips
Fixed a case where the fishing rod viewmodel could end up in a weird state if player let go of RMB at the exact same time as pressing LMB to cast the lure
Fix all blips getting big after the while blip gets big
Give the sonar a big white blip if the sub is lined up just right with a moon pool
Sonar improvements +pragma disable fix server compile
Disabled the static sfx on the static speaker variant (affects cargo ship and lab speakers)
Updated small fish descriptions
Tweaked physics settings on bobber to bounce less when first cast
Switch subs to use green sonar dots instead of yellow
Duo sub functional sonar, detects moon pools and other subs
AmbienceZone uses TriggerBase
ReverbZoneTrigger will toggle AmbienceZone if they share a trigger
shark work
3p speargun spear
Discourage players living on a diet of worms and grubs
moved 150x200_05_90bend away from wall a little
Fishing vendor exchange sell order tweaks and NPC
S2P Fishing village
Toned down the overwhelming barrage of water droplets hitting the submarine windshields
Moved about normal crate spawns in crew quarters
Adjusted flare on cabinets (removed)
Replaced pipe materials on all greeble prefabs
Fixed crew quarters first room blocking the way
Fixed some crew cabinets sticking out
Cherrypicking this morning's changes from main
Fixed surface explosion pinkishness from material not being assigned.
Added metallic greeble texture variants
Polished the pipes textures
Loot pass on T2 / 3 puzzles
Remove red card spawn from module_1200x1200
Fixed fishing nre when rapidly equipping/unequipping
Fixed two lab module edge cases:
- labs modules spawning inside eachother
- moonpool obstructed by modules spawning underneath
Tweaked train platform colliders to make it easier to jump onto the platforms while standing on the tracks
Disallow include()ing non .lua files
include errors now have a stack trace and appear in Problems menu
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Underwater lab MaxCountIdentifier setup
fixed gear clutter decor lod popping too close
higher seating pos on toilet
Potential fix for a creash with C_OP_RenderRope particle render operation
Attempt at fixing z-flickering in bypass tunnels
Reenable steamworks.DownloadUGC's callback File argument with some under the hood changes
Making an underwater labs .public and .security door prefab as entities don't seem to keep the value changes made on placed prefabs and default to their saved values when using the same door for both purposes in puzzles.
Updated all modules to display the right door accordingly
Manifest
Fixed fishing villages sometimes spawning inside harbors
Fixed fishing villages still sometimes spawning in the arctic biome
Added an additional vendor to fishing village
Updated menu background videos