251,025 Commits over 3,959 Days - 2.64cph!
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
Updated Bubble Guard Particle
Still needs some work, need to add a way to change colour with damage.
https://files.facepunch.com/louie/1b2711b1/particles_weapons_bubble_guard_bubble_guard.vpcf%20_%202021-07-27%2020-47-04.mp4
Merge branch 'master' of sbox-rts
finished 1st pass of all AI data cleanup/fixing after dressing.
BulletArchetype generated job refactor to help with merging
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
Support minimum attack distance for aircraft by using a Z value of 0 on Distance checks
Early return if minimum attack distance is not validated
Performance improvements to GetFreePositions / GetGridPositions. Added GetPerimeterPosition method to UnitEntity. Added MinAttackDistance to BaseUnit. Units with a minimum attack distance will move to range before they attack.
bunch of dweller data changes
Added option for DDraw debug of data points
UV mapped remaining crew cabinets
Temporarily remove steamworks.DownloadUGC's file argument in the callback
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fixed 4way LShaped dweller AI data positions
Vector2, Vector3, Angles, Rotation JsonSerialize roundtrip tests (and fixes)
set dweller data gameobjects active on remaining 3 prefabs
added salmon and salmon_skinned plus materials
Temp Bubble Guard particle for testing
Early basic version.
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.
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Tweak defaults for video config, so tools starts in 1280x720 instead of 1024x768
Thumbnails for old bench and plastic bench
Merge branch 'master' of sbox-game
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Try using spotlights for home avatar
keep left lit bollard blockout
Merge branch 'master' of sbox-game
Set D_SRGB_IMAGE to 1 when drawing multisampled scene to UI. Fixes color banding.
Add D_SRGB_IMAGE combo to ui_cssbox shader
Shifted AI nodes from the prefabs in the autospawn folder to the dwellersData nested prefabs.
This will likely help as more rooms based on a same module get developped in the future and Ai content will vary alongside it
Dynamically connect intercom speakers and mics in underwater labs
Speakers will automatically connect to the closest mic within 128m
Made toilet seat an interactive chair using invisible chair - quick experiment, will revert if it doesn't play nice or need its own entity
Dwellings AI spawn/cover/move and obstacles setup - end