198,725 Commits over 4,140 Days - 2.00cph!
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Added salmon as a catchable fish (high end) in salt and fresh water
Ignore minimum water depth settings if the water is fresh
Adjusted small fish rotation on viewmodel
Added fish exchange vending machines to all fishing village monuments
Move free editor supplied stuff to only when not loading save
Only give editor fuel if not loading a save
Final underwater explosion & related
Enable saving on submarines
Made Duo sub pontoon colliders 10% smaller to let it fit through a double door frame. Needs an update to the visual model to match.
Merge save215->HDRP_Art_Backport
Shark model/materials/textures
Editor load rising torpedo type
finished 1st pass of all AI data cleanup/fixing after dressing.
door rotations to improve flow with procedural dweller dressing, which sometimes blocks access to puzzles
made the secret labs chair decor in the operations office
bunch of dweller data changes
Added option for DDraw debug of data points
UV mapped remaining crew cabinets
Temporarily remove steamworks.DownloadUGC's file argument in the callback
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fixed 4way LShaped dweller AI data positions
set dweller data gameobjects active on remaining 3 prefabs
added salmon and salmon_skinned plus materials
enabled dweller gate gameobjects on module_1200x1800_2way and module_1200x1500_2way_moonpool
Puzzle electricity tweaks
Added dungeon info scripts back to prefab instances in dungeon_base_test so the scene works
Null checks for NPCDwelling
Fixed duplicate DungeonBaseInfo on secondary moonpools
Rising torpedoes rise in a more buoyant-like way. Added torpedoes to my testing loadout.
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Shifted AI nodes from the prefabs in the autospawn folder to the dwellersData nested prefabs.
This will likely help as more rooms based on a same module get developped in the future and Ai content will vary alongside it
Dynamically connect intercom speakers and mics in underwater labs
Speakers will automatically connect to the closest mic within 128m
Made toilet seat an interactive chair using invisible chair - quick experiment, will revert if it doesn't play nice or need its own entity
Dwellings AI spawn/cover/move and obstacles setup - end
Fixed TorpedoRising not being loadable anymore
Torpedoes inherit the sub's velocity. Changed torpedo gravity.
Torpedo script, minor edits, enforcing a delay between torpedos fired. Now allowing holding down fire to keep firing at max rate.