121,569 Commits over 4,048 Days - 1.25cph!
Added the ability to not early exit from WaterSystem, allowing us to get the overall water depth at a position even if the Y is above the water
Simplified depth calculations in several locations
Tag fixups and fish randomisation tweaks
Hooked up new submarine collision FX
Can no longer pick up boom boxes in another player's TC auth
Fixed a case where connected speakers would play audio even if they weren't powered
NRE fix
Hooked up submarine bow wave FX
Submarine physics edits. Fix turning not really working when travelling in reverse.
- Hooked up prop splash FX.
- Show external FX if player is in third person view.
Look all fishable item definitions up at runtime, no longer need to add them to the list
Disable IsDestroyed assertion completely again
Show fishing line during catch success animation, snap end point of line to the fish mouth
Yellow perch viewmodel and world item hookup
Less submarines on my test map
Fixed incorrect holster offset for fishing rod
Fixed not copying default wiggle speed
Now only running the entity OnDestroy assert on the server as at the moment on client, a bunch of these come up when first connecting to a procedural map (although that's probably an issue in itself). Note that this assert is editor-only as well.
Initial animator hookup (used instrument animator slots for different states)
Reduced chance for fish to pull away during catch process
It seems that a mountable type somewhere on procedural isn't being destroyed in the proper way. There was already an assert in BaseNetworkable to detect this, but it was commented out. Fixed the reason it was commented out (spam on editor playmode exit) and reinstated it. This has been commented out for over five years so who knows what it might show up.
Merge Submarine->HDRP_Art_Backport (aux)
Fix solo sub internal FX NRE
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Add null check in mountable FixedUpdateCycle
Exposed some extra params on water overlay for Petur.
Added a few settings, hooked up a basic shader to check everything is working as intended.
The underwater surface plane responds to depth. The sky is no longer crystal clear at extreme depth.
Added a bunch of scripts from my ocean experiments
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
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merge from //bypass_tunnels
Don't decay the deployed boom box while it plays audio
Fish can now swim away from player while being caught
Tweaked resistance values
Shake viewmodel when line is strained via code (animator layer is still there, still unused)
Reduced reel in speed
Fix exterior dive bubbles playing when player first dismounts. Set all sub FX to not autoplay on show.
Removed some distortion when connecting/disconnecting
Disable the exterior FX that aren't hooked up yet
Hooked up the exterior versions of the ambient bubbles, dive bubbles, cabin lights
Potentially figured out syncing multiple boom box's to the same URL
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Interior/exterior FX split