135,889 Commits over 4,293 Days - 1.32cph!

5 Years Ago
Added salmon as a catchable fish (high end) in salt and fresh water Ignore minimum water depth settings if the water is fresh
5 Years Ago
Adjusted small fish rotation on viewmodel
5 Years Ago
Added fish exchange vending machines to all fishing village monuments
5 Years Ago
Merge save215->Torpedoes
5 Years Ago
Move free editor supplied stuff to only when not loading save
5 Years Ago
Only give editor fuel if not loading a save
5 Years Ago
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5 Years Ago
Final underwater explosion & related
5 Years Ago
Temp file cleanup
5 Years Ago
Enable saving on submarines
5 Years Ago
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.
5 Years Ago
Merge save215->HDRP_Art_Backport
5 Years Ago
Shark animations
5 Years Ago
Shark model/materials/textures
5 Years Ago
Editor load rising torpedo type
5 Years Ago
finished 1st pass of all AI data cleanup/fixing after dressing.
5 Years Ago
door rotations to improve flow with procedural dweller dressing, which sometimes blocks access to puzzles
5 Years Ago
made the secret labs chair decor in the operations office
5 Years Ago
bunch of dweller data changes
5 Years Ago
Added option for DDraw debug of data points
5 Years Ago
UV mapped remaining crew cabinets
5 Years Ago
Puzzles flow fix
5 Years Ago
Puzzles flow fixes
5 Years Ago
Crew cabinets progress
5 Years Ago
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5 Years Ago
fixed 4way LShaped dweller AI data positions
5 Years Ago
set dweller data gameobjects active on remaining 3 prefabs
5 Years Ago
added salmon and salmon_skinned plus materials
5 Years Ago
enabled dweller gate gameobjects on module_1200x1800_2way and module_1200x1500_2way_moonpool
5 Years Ago
Puzzle electricity tweaks
5 Years Ago
Added dungeon info scripts back to prefab instances in dungeon_base_test so the scene works
5 Years Ago
Null checks for NPCDwelling
5 Years Ago
Fixed duplicate DungeonBaseInfo on secondary moonpools
5 Years Ago
Rising torpedoes rise in a more buoyant-like way. Added torpedoes to my testing loadout.
5 Years Ago
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
5 Years Ago
Dynamically connect intercom speakers and mics in underwater labs Speakers will automatically connect to the closest mic within 128m
5 Years Ago
Made toilet seat an interactive chair using invisible chair - quick experiment, will revert if it doesn't play nice or need its own entity
5 Years Ago
Rooms spawn limit setup
5 Years Ago
Dwellings AI spawn/cover/move and obstacles setup - end
5 Years Ago
Fixed TorpedoRising not being loadable anymore
5 Years Ago
Torpedoes inherit the sub's velocity. Changed torpedo gravity.
5 Years Ago
Torpedo script, minor edits, enforcing a delay between torpedos fired. Now allowing holding down fire to keep firing at max rate.
5 Years Ago
Fixed not being able to fish in the moon pool Fixed moon pool water body fishing tag
5 Years Ago
Submarines can fire torpedoes, which are just rockets that look like torpedoes at the moment
5 Years Ago
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5 Years Ago
Added local space option to the RotateObject script for the torpedo propellers to use
5 Years Ago
Fixed line renderer not working if the viewmodel camera is being used Updated bobber preview with new model
5 Years Ago
Minor edit
5 Years Ago
Finished torpedo object setup
5 Years Ago
Merge save215->Torpedoes