198,966 Commits over 4,140 Days - 2.00cph!
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
Hooked up new submarine collision FX
Can no longer pick up boom boxes in another player's TC auth
Fixed a case where connected speakers would play audio even if they weren't powered
NRE fix
Hooked up submarine bow wave FX
Submarine physics edits. Fix turning not really working when travelling in reverse.
- Hooked up prop splash FX.
- Show external FX if player is in third person view.
Look all fishable item definitions up at runtime, no longer need to add them to the list
Disable IsDestroyed assertion completely again
Show fishing line during catch success animation, snap end point of line to the fish mouth
Yellow perch viewmodel and world item hookup
Less submarines on my test map
Fixed incorrect holster offset for fishing rod
Fixed not copying default wiggle speed
Now only running the entity OnDestroy assert on the server as at the moment on client, a bunch of these come up when first connecting to a procedural map (although that's probably an issue in itself). Note that this assert is editor-only as well.
Initial animator hookup (used instrument animator slots for different states)
Reduced chance for fish to pull away during catch process
It seems that a mountable type somewhere on procedural isn't being destroyed in the proper way. There was already an assert in BaseNetworkable to detect this, but it was commented out. Fixed the reason it was commented out (spam on editor playmode exit) and reinstated it. This has been commented out for over five years so who knows what it might show up.
Merge Submarine->HDRP_Art_Backport (aux)
Fix solo sub internal FX NRE
▇▋▅▋▊▇ ▍▍▄▅▅▌▉ ██▊▌▍, ▋▆▅▋▌▇▇▍, ▊▄▄▍▇▋▍▇ ▅▍▆▇▊▄█▆▌▆, ▅█▋█▌▍▉ ▍▍▋▉▉▍▋ █▋▋▍ ▍▄▌▇▌ ▅▆█ ██▆▋▌, .▍▌▊▅▌▅ ▅▅▅██▌▆
Add null check in mountable FixedUpdateCycle
Exposed some extra params on water overlay for Petur.
Added a few settings, hooked up a basic shader to check everything is working as intended.
The underwater surface plane responds to depth. The sky is no longer crystal clear at extreme depth.
file.Exists now works with addon title pathIDs like file.Find
Added a bunch of scripts from my ocean experiments
▅▌▅ ▊▅▉█▍ ▌█▌▍ ▊▅██▊▋▉▇▌ ▇▅▌▇█▄▌