13,760 Commits over 2,953 Days - 0.19cph!
Added human skulls as a junk fishing option
Fish trap unsaved changes
Fish Trap can now catch anchovy, herring and sardine (requires more calories than minnows, but less than the trout)
Trout is now much rarer in fish trap
Mark fishing rod as default blueprint (for testing, may change before wipe)
Cancel the fishing process if the player ends up too far away (as a passenger in a vehicle)
Fixed line of sight check happening every frame (should only be a couple of times a second)
Fix client NRE when when swapping between fishing rod on belt bar
Potentially fixed fishing rod server nre
Fixed being able to cast the bobber onto the moon pool deck due to the moonpool trigger
Increase angular drag on gibs in water
Removed small fish from fish exchange and increased value of remaining fish
Replaced sturgeon with catfish, marked it as hidden and not fishable (waiting on art)
Use an opaque material for the bobber preview, the standard preview material doesn't play nicely with water
Fix fishing line positioning if graphics.viewmodelcamera was set to false
Show bait value on consumable panel
Added a new swamp fishing tag, unused for now
Tagged the swamps and bandit town water bodies as river/swamp for fishing
More bitmask tweaks in FishLookup
S2P
Added orange roughy
Fixed a bitmask issue when looking at water types
Fixed moonpool fishing not calculating water depth properly
Fixed fishing in moonpool sometimes picking up the massive ocean collider
Gibs that spawn underwater now have +8 drag and fall slowly
Merge from voiceprops/dlc
Fixed missing stat increment when catching fish
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
Dynamically connect intercom speakers and mics in underwater labs
Speakers will automatically connect to the closest mic within 128m
Fixed not being able to fish in the moon pool
Fixed moon pool water body fishing tag
Fixed line renderer not working if the viewmodel camera is being used
Updated bobber preview with new model
Improved fishing rod third person animation
Extended base player animator instead of relying on overrides
Added a static variant of the deployed boom box, added to mess hall module
Reduced the audio range from 30->20 to fit more nicely in the module
Mark moon pool as fishable
Added player.cinematic_gesture to allow actors to use the legacy gestures on cinematic servers (eg."player.cinematic_gesture pickup_item PLAYERNAME" or "player.cinematic_gesture pickup_item")
Will only work if server.cinematic is true
Adjusting fish bait values
Increased impact bait value has on time to hook (better bait = faster hooks)
Better fish randomisation
Move UpdateWaterDrinkingPoint to BasePlayer.LateClientCycle, it might be less likely to trigger rigidbody syncs here
Added a fishing vending exchange
Added some extra forgiveness time before the line snaps
Line fixes
Remove an allocation in the line renderer
Fixed line appearing offset when going into debug cam
Reduce crafting requirements for rod
Will no longer catch inanimate objects when using meat or fish as bait
Remove chance modifier based on bait value (min/max values are better tool for this)
Fixed missing fishing rod world model
Fixed players being able to interfere with fishing by swimming near the bobber
Added a convar to show the strain UI
Halved condition loss
Increased the minimum amount of time to wait before a fish bits so they don't bite before the bobber comes to rest
Player can now move while catch success animation is playing
Spawn the bobber a bit higher
Water.quality convar will only be read once every 10 seconds (quality will automatically change after 10 seconds to the final value if it was changed inside the 10 second window)
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Show IO information on crafting UI (same as weapons)
Added some help tips when the player fails while fishing
Don't allow aiming until a lure is equipped
Disable DDDraw
Disable fishing UI (for testing)
Fixed being able to cancel a cast while the successful cast animation is playing, caused some weird animation issues
Fix tire calculation working incorrectly, was increasing difficulty incorrectly