130,041 Commits over 4,140 Days - 1.31cph!
added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
Less fog inside underwater labs
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Moon pools for BillBTestMap
Merge Submarine->HDRP_Art_Backport (Aux)
Increase submarine view distance (less fog)
Adjust mount positions for the subs to improve visibility as far as possible
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Added submarine decay, same as boats but with slightly longer times:
- Indoors: No decay.
- Outdoors: 240 minutes (rowboat = 180).
- Deep water: 180 minutes (rowboat = 120).
sub spawning setup at boat vendor
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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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