127,175 Commits over 4,109 Days - 1.29cph!
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Initial custom nav support
merge from submarine ai (no spawns)
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DungeonNavMesh now works with multiple instances
fixed accidental fog change while troubleshooting
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m
S2P Swamp A,B,C
Added prevent building volumes to underwater lab prefabs
merge from misc_improvements
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
modded folder organization (will break paths)
Adding a bunch of commonly requested and missing objects
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
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Fixed incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133)
Made underwater_effect admin convar also disable underwater fog
Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
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Increase submarine throttle/max speed
Allow faster steering adjustments in the submarines
When mounting a sub, always fill the driver's seat first
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- Fixed submarine physics behaving incorrectly (jittery, didn't maintain depth) if the submarine was spawned instead of pre-placed in the scene. The trouble was script execution order, specifically the submarine's tick happening after the buoyancy tick.
- In solving this, moved the FixedUpdate tick on all mountables to use a single real FixedUpdate call from ServerMgr. Should improve performance (will test soon).
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Better cancel support for internet streams
Made the windows of the duo sub bigger
updated lods accordingly
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Underwater lab lighting/post working files
Potential fix for radio streaming stall
Cherry pick disco floor sensitivity
Discofloor sensitivity edit
Switch to GetSpectrumData
Removed right channel from the AudioVisualisationEntity calculations
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added bulkhead divided model to submarine greeble, remapped uvs on greeble objects to fit it in, added transparent 3rd material that ill apply to top lods
wip auto creating wake triggers
Re-organizing folders for clarity
Material variants for labs
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AIZ creation/merging fixes, add some padding to AIZ.
Don't connect/disconnect in boom box load
Remove Yaarana radio station