198,901 Commits over 4,140 Days - 2.00cph!
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
Control panels progress / Added WIP meshes and prefabs
Forced advanced buoyancy check if more than 10m underwater
Steel toilet furniture skin work
Some models fixes - visual issues
Raise the roof
raised the height of the ceiling on duo sub to prevent the top of heads of some seeds clipping through
Updated left and right footpedal rotation pivots
updated duo submarine prefab
updated fuel material for the solo sub
fuel tank is no longer chrome
Long and short torpedoes
Materials, textures, lods and prefab setup
Added sun and moon underwater god ray color overrides
Merge from electrical_qol
Module filler prefabs - skin variants
Separated moonpool interior from exterior shell meshes
Module prefabs update
Added the ability to not early exit from WaterSystem, allowing us to get the overall water depth at a position even if the Y is above the water
Simplified depth calculations in several locations
Tag fixups and fish randomisation tweaks