130,597 Commits over 4,171 Days - 1.30cph!
Give an indication in the HUD when the diving tank is being used
Don't raycast target the icons in the vitals UI
Made a custom air tank icon
Diving tank activation changes. A player in a sub wearing a diving tank can stay underwater for longer by using the diving tank's air after the sub's air runs out.
Sculpts around new cliffs
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Split off some foam shader variables, sampling foam at different octaves to get a more varied spread.
Update initial lighting prefabs, added a few extras.
More logical/comprehensible oxygen and asphyxiation vitals UI
MixerSnapshotManager null check
generic camo texture pattern
material variant with desert camo for covered bradley and ch47
Desert camo awnings models/prefabs
Some awnings folder re-organizing
Fixed bullet proof moonpool water
Moonpool water collider now uses a box collider rather than a convex mesh collider
Refill oxygen while surfaced
Switch low oxygen percent display. Although 100 being "no oxygen" sort of makes less sense, it's consistent with everything else we show, so use that.
More oxygen changes to support subs
Diving tank now supplies oxygen based on the player's need for oxygen, rather than their level of being in the water
Mid area progress.
Hapis specific mat fix.
Added much improved shoreline waves, attenuating deep ocean waves near the shoreline.
Added / Adjusted a number of rock formations anchors due to edge case terrain gaps
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
Lab count changes to limit excessive blue puzzle module gen
WIP prefab setups for spawnable cinematic lights
Fix some air level checks that should have stayed as water level
Working on various air/water stuff. Some refactoring
Replace the "Drowning" UI status with a "Low Oxygen" status, so the same warning can be used for low oxygen when not in water (inside a submarine etc). New O2 icon.
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Duo sub minor parent trigger base adjustment to start it slightly below the roof level
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
Added additional TerrainFilter checks to icebergs
Desert camo netting generic texture set
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations
Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)