134,104 Commits over 4,444 Days - 1.26cph!
Mid area progress.
Hapis specific mat fix.
Added much improved shoreline waves, attenuating deep ocean waves near the shoreline.
Added / Adjusted a number of rock formations anchors due to edge case terrain gaps
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
Lab count changes to limit excessive blue puzzle module gen
WIP prefab setups for spawnable cinematic lights
Fix some air level checks that should have stayed as water level
Working on various air/water stuff. Some refactoring
Replace the "Drowning" UI status with a "Low Oxygen" status, so the same warning can be used for low oxygen when not in water (inside a submarine etc). New O2 icon.
Duo sub minor parent trigger base adjustment to start it slightly below the roof level
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
Added additional TerrainFilter checks to icebergs
Desert camo netting generic texture set
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations
Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
Prefab updates to enable the small secondary moonpools
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
Better secondary moonpool code
Underwater lab min distance changes
Reduced underwater lab count
merge from SubmarineSeptember
Merge from main/Underwater_labs_September
Merge from main/underwater_lab_45_degree_corner_fix
AI can now listen for player movement and at varying volumes.
Desert helipad model/prefab
Merge SubmarineSeptember -> Main
Assign the sub parent triggers
Merge Main -> SubmarineSeptember
Merge sub_parenting -> SubmarineSeptember
More fixes, more specific error codes for when a call fails
Target lock-on tweaks.
Re-lock on faster when target returns to LOS from the same direction.
some initial design changes to stay in combat state longer
replaced a bunch of identical AI designs with the new standard version.
Fixed items dropping inside locker when stacked
Added a clear design button to AI designer.
Fixed items loaded from a save being able to end up with a UID higher than lastValueGiven, causing duplicate UIDs when new items or entities spawned.
Torpedo accuracy calculation refactor