121,622 Commits over 4,048 Days - 1.25cph!
Set up submarine item storage. Added "Usable Tertiary" tag.
Added Playground_vehicles test map
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Player crawling health reduced by 75%
Added new CinematicEntity that can disable various roots on itself via server convar CinematicEntity.HideObjects
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Kitbash storage models to both subs
Merge Main -> SubmarineSeptember
Adjust scuba tank oxygen activation threshold
Merge SubmarineSeptember -> Main
Merge SubmarineOxygen -> SubmarineSeptember
Increased "deep water" boat decay depth. Decay now starts at 12m deep instead of 4m deep. Will help stop rowboats/subs decaying inside bases that are in fairly deep water, but still let them decay under oil rigs.
Air tank icon animates little bubbles
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