121,589 Commits over 4,048 Days - 1.25cph!
Fixed dwellings set dressing poking out of bases external walls
Made a static version of arcade cabinet, immortal
Fixed incorrect surface impact type for cargoship door
Made torpedo levelling out smoother
- Allow projectiles to not blow up when hitting the water by setting new goesUnderwater bool to true.
- Have torpedoes level out if they reach the water's surface.
Always show headwear in subs if it's a demo
Also hide headwear if the local player is mounted but has the camera in third-person mode
If the local player is also in the sub, don't hide headwear - only hide it when the local player is looking from the outside of the sub
Fixed missing stat increment when catching fish
Hide headwear when in a sub, since the roof is so low
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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
Move free editor supplied stuff to only when not loading save
Only give editor fuel if not loading a save
Final underwater explosion & related
Enable saving on submarines
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.
Merge save215->HDRP_Art_Backport
Shark model/materials/textures
Editor load rising torpedo type
finished 1st pass of all AI data cleanup/fixing after dressing.
door rotations to improve flow with procedural dweller dressing, which sometimes blocks access to puzzles
made the secret labs chair decor in the operations office
bunch of dweller data changes
Added option for DDraw debug of data points
UV mapped remaining crew cabinets
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fixed 4way LShaped dweller AI data positions
set dweller data gameobjects active on remaining 3 prefabs
added salmon and salmon_skinned plus materials
enabled dweller gate gameobjects on module_1200x1800_2way and module_1200x1500_2way_moonpool
Puzzle electricity tweaks
Added dungeon info scripts back to prefab instances in dungeon_base_test so the scene works
Null checks for NPCDwelling
Fixed duplicate DungeonBaseInfo on secondary moonpools
Rising torpedoes rise in a more buoyant-like way. Added torpedoes to my testing loadout.