121,620 Commits over 4,048 Days - 1.25cph!
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)
Prefab updates to enable the small secondary moonpools
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
Better secondary moonpool code
Underwater lab min distance changes
Reduced underwater lab count
merge from SubmarineSeptember
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Merge from main/Underwater_labs_September
Merge from main/underwater_lab_45_degree_corner_fix
AI can now listen for player movement and at varying volumes.
Desert helipad model/prefab
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Merge SubmarineSeptember -> Main
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Assign the sub parent triggers
Merge Main -> SubmarineSeptember
Merge sub_parenting -> SubmarineSeptember
More fixes, more specific error codes for when a call fails
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Target lock-on tweaks.
Re-lock on faster when target returns to LOS from the same direction.
some initial design changes to stay in combat state longer
replaced a bunch of identical AI designs with the new standard version.
Fixed items dropping inside locker when stacked