126,947 Commits over 4,109 Days - 1.29cph!
Don't allow pushing subs if not grounded
rohans latest version of crittermovement shader
Set submarine greeble prefabs to be the flat version, created new curved versions and 90degree bend versions of all pieces, made pieces tile much better, added end caps for tiling pieces, added small decal like pipe inlet to blend with wall better, repositioned pieces to sit on the wall better, set up all new prefabs. Still need to make end tile caps blend in to wall better, fix up any bugs
Dwellings dressing backup
Labs Dwelling spawners collection prefab
Setup nested dweller prefabs inside modules and placed spawners
Preparations for Underwater labs dwellers
Preparations for Underwater labs dwellers
Dressing backup - moonpools wip
removed unnecessary industrial light in Lighting3 prefab, this prefab should only contain moonpool water lighting
Added MonumentInfo to mountain and ice lake prefabs
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Adding a collection of steel metal crates made from various other crates and re-skinned
Show IO information on crafting UI (same as weapons)
Improve submarine stability
Added some help tips when the player fails while fishing
Don't allow aiming until a lure is equipped
Disable DDDraw
Disable fishing UI (for testing)
- Renamed PoolVehicle to IPoolVehicle.
- Made the submarines an IPoolVehicle.
- Removed the wake on trigger enter, IPoolVehicle already covers it.
- Made BaseBoat an IPoolVehicle as well, and removed it from Kayak (it's a BaseBoat subclass).
Fixed being able to cancel a cast while the successful cast animation is playing, caused some weird animation issues
Detail collider trigger detection caused too many issues. Go back to the old way, and just add a small Vehicle World collider on the sub's client side just for detecting water volume triggers. Subs now float reliably in swimming pools.
If a sub is sitting in an empty swimming pool and somebody starts to fill it, wake up the rigidbody so that it'll hopefully start to float
Let the vehicle detailed physics layer interact with triggers, so it can detect water volumes
Use Vehicle Detailed instead of Vehicle World in the swimming pool and paddling pool layer masks for the water volumes. Fixes submarines returning different water level results between client and server when used in a pool.
Fix tire calculation working incorrectly, was increasing difficulty incorrectly
Ambient underwater herring (needs underwater masking in the shader)
Enforce distance checks so the fish doesn't swim too far away while being caught
Fixed an issue where movement wasn't properly cancelled while fishing
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added vertex swim shader materials and updated herring mesh, added fish movemask
Animator state changes
Item renames
Adjusted colliders on the duo sub to match the updated model with higher roof
Made TriggerHurt an IServerComponent like the other hurt trigger types, since it's only used on the server side
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Fixed light offset fuckery in 2 and 3-way moonpools
Don't serialize lastDealtDamageTime
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Cleaned out the old fog fakery
Fixed unwanted haze inside underwater bases
Underwater lab glass with fake fog parameters.
Slightly less base water wobble again.
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Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
Toned down base water wiggle a bit.